Changes
From Final Fantasy Inside
→Models section
<cpp>
struct StrModel {
u16 model_id; // ID of the model byte unknown[2]u16 scale; // (12 bix fixed point) u32 offset_skeleton; // Offset to the parts, bones and animations of the model byte r, g, b; byte unknown[157]; byte index_bones; // Start index of bones byte unknown; byte r1, g1, b1; byte num_bones; // Number Additionnal number of bones in the model's skeleton byte unknown[116]; byte index_parts; // Start index of parts byte unknown; byte r2, g2, b2; byte num_parts; // Number Additionnal number of parts in the model's skeleton byte unknown[116]; byte index_animations; // Start index of animations byte unknown; byte r3, g3, b3; byte num_animations; // Number Additionnal number of animations}// sizeof = 48
</cpp>
Then, for each model, we have the parts, bones and animations (at the offset offset_skeleton) :