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About this data — forms, the equipment swap, animation provenance

Field form vs battle form

The game keeps two versions of each hero: a low-poly field form that stays loaded everywhere, and a higher-detail battle form a real battle assembles piece by piece from the character's equipped gear. The disc also ships a pre-assembled default-gear copy of the battle models (used by the Baka Fighter minigame, and what this viewer shows), overlaid here with the true in-battle colours. Assembly chain + provenance: character-mesh format.

asset character-pack extracted/PROT/0874_befect_data.BIN
asset battle-char-pack extracted/PROT/1204_other5.BIN --slot 0 --out-tmd vahn_battle.tmd

The one-byte equipment swap

Each hero's field model carries two pre-baked variants of its weapon-holding part, flipped by a single byte in the save record - that is the entire field-side equipment mechanism, and the toggle above performs exactly that swap. Details: equipment-conditional swap.

asset character-pack … --slot 0 --equip 1 --out vahn_equipped.tmd

The animations are the real in-game clips

Every clip in the Animation panel comes off your disc, and the list is scoped to the shown model. In field form the default source is the party's own locomotion bank (PROT 0874 §1): the capture-pinned Walk and Idle clips plus the not-yet-pinned rest of each character's 7-clip bank, with the per-scene NPC pools still browsable as a secondary group. In battle / Baka Fighter forms it is the character's labeled 9-record battle bank (Idle, the three attacks, Special, the hit reactions, Win). The animation data assembles the character's separate body pieces each frame exactly as the game's renderer does, so playback matches what you see in-game. The .glb download bakes the same clips as named glTF animations. Encoding: ANM format.