No file loaded. Provide a .bin Mode2/2352 image (or a raw PROT.DAT).
How to use it. Load a disc, pick a hero and a form. The strip under the viewer lists the clips that apply to the shown model - click one to play it. In battle form the side panel's Equipment swap dresses the model from any weapon, armour, headgear, Ra-Seru or footwear on the disc, exactly as a real battle would. Download saves the whole character as a textured .glb with its clips baked in, or the raw mesh as .tmd. Keys: Space play / pause, [ ] previous / next clip, R reset the view.
About this data - the three forms, how equipment changes the model, the downloads, the animations

At a glance

  • Each hero ships as a field model and a battle model; the battle one is assembled at battle load from the equipped gear.
  • Equipment is not a prop: a weapon or armour piece is a re-sculpted body part. The page still cuts the item out, using its palette.
  • Every animation clip is the game's own, played through the same per-part posing the game's renderer uses.
  • The models draw with the disc's baked vertex colours and no light source, which is what the console does.

Field form, battle form, Baka Fighter

Walking around a town you see the low-poly field form, which stays loaded everywhere. When a fight starts the game builds the higher-detail battle form piece by piece from the character's equipped gear, reading each hero's own battle file on the disc. The Baka Fighter minigame does not run that assembly: it loads a pre-assembled default-gear copy of the battle models from its own pack. That form shows the minigame's colours, with the true in-battle palette one toggle away.

The party members' meshes therefore have three different sources on the disc, and the page picks the right one per form. The assembly chain and how each was pinned are on the character-mesh page.

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

Equipment is bone geometry, not a prop

The battle form runs the assembly a real battle runs. Each hero's battle file carries a five-section table - body, head, weapon, Ra-Seru, feet, though not in the same order for every character - and each section lists one entry per equippable item. At battle load the game matches those entries against the equipment in the save record and splices the winning sections' 3D objects into one model. Clicking a piece in the equipment panel does exactly that, on your disc, in the browser.

The finding worth stating plainly: there is no item object. Equipping a Survival Knife does not attach a knife - it swaps in a re-authored right-hand object with a blade built into it (Vahn's hand goes from 40 vertices to 71; a two-hander takes it to 109). Body armour is the same trick and can make an object smaller: it is a re-sculpt, not a layer. A full endgame set re-authors most of the body. So the main .glb download is always the whole character, named for what it is wearing.

Cutting the weapon out - by palette, not by geometry

"No separate object" does not mean "inseparable". A weapon is drawn from its own palette column, and across all 81 weapon and Ra-Seru records on the disc no primitive mixes the two, so the item is an exact primitive subset of the hand object, selected by material. The side panel offers two cuts per equipped piece:

  • Record-keeping cut - the exact palette subset plus the limb it came from, as two named nodes in one file. The host limb is ground truth, so it is always included. Where there is no material boundary (armour, headgear, footwear), you get the piece as spliced in.
  • Item-alone cut (the equipment panel's ⬇ buttons) - the great axe with no hand, the helmet with no face. This is a deliberate policy plus a hand-checked per-record rule table, because nothing on the disc says which primitives of a re-authored hand are "the axe". The preview toggle draws exactly what the file will contain.

How to read the labels. Each piece is tagged by how cleanly it came away, and the glTF root node carries the same words. Four cases occur across the disc's 132 equipment records:

LabelMeaningRecords
ships as its own pieceretail already split it off6
comes away wholeshares no vertex with the hand (all Gala's, most of Noa's)21
welded at the gripshares the fist with the hand (all Vahn's)53
fused with the host limbevery armour, headgear and footwear record, plus one Ra-Seru armband - exports with the body part it is sculpted onto52

The item-alone rule keeps a primitive only if it is not the character's own flesh and not an unchanged piece of them: read as colour against the bare limb for held items and headgear, and as geometry-and-colour identity for body and footwear (the default outfit is a real garment, so a dark robe is not "body" just because the default robe is dark). Every card says which reading decided it and whether the record is hand-checked. Completeness beats purity: every equipped section gets a download rather than a silently empty slot.

The grip is inferred, and the file says so

A welded item leaves the cut with an open grip: the part of the shaft inside the closed fist was never modelled, so Vahn's Great Axe comes away as an axe head on a stub of haft and a pommel end, each ending in an open ring where it met the fingers. Two coaxial rings of similar size facing each other across a hand's width are the two ends of one straight shaft, so the item-alone cut bridges such pairs with a tube lofted between the rims and marks the result grip inferred on the card, in the summary and in the glTF root name. Nine of the 81 held-item records take a bridge (all Vahn's: the axes, maces and shorter blades).

The rule is narrow on purpose: rims facing away from each other (a Ra-Seru armband, a helmet's neck hole) are never joined, a lone rim is never capped, only rims on the same bone are paired, and the record-keeping export is never touched. Bridging is inference about a shaft between two ends that both exist; capping would be invention about the item's silhouette.

The diff highlight toggle answers a different question - what the loadout changed. It dims the geometry the equipped part shares with the unequipped one, brightens what reaches beyond it, and draws the replaced bare geometry alongside in blue. That boundary is an approximate radius-envelope test rather than the exact palette cut, and the table underneath reports the per-object counts it is derived from.

History: cuts that looked right and were not

Connectivity alone misses the item: the weapon is a separate component for Gala and Noa but welded for Vahn. "Geometry the bare hand lacks" misses it too, because equipping re-textures the whole object - Vahn's bare fist draws from one palette column and his knife-holding fist from two entirely different ones. A cross-bone bridge (compared in the rest stance) finds no real grip on this disc - Vahn's swords put the blade on the hand object and the pommel block on the forearm, both closed at the fist - while happily joining the elbow-facing rims of two Ra-Seru arm plates, which is why the same-bone rule is data, not caution.

The field form's one-byte equipment swap

In towns the game does not re-dress the hero. Each 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 field form's toggle performs exactly that 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:

  • Field form - the party's own locomotion bank: the capture-pinned Walk and Idle clips plus the rest of each character's 7-clip bank, with the per-scene NPC pools browsable as a secondary group.
  • Battle form - the action bank from the same battle file as the model, the four weapon swings (spliced from the equipped weapon's section, so they change with it), and every Tactical Art out of the character's keyframe archive, resolved the same way the arts page does. A multi-strike art such as Hurricane Kick plays its consecutive records as one clip.
  • Baka Fighter - the character's labelled 9-record bank: Idle, the three attacks, Special, the hit reactions, Win.

The animation data poses the character's separate body pieces each frame exactly as the game's renderer does, so playback matches what you see in-game. The transport plays at the record's own retail rate (¼× and ½× slow it down), and the .glb download bakes the same clips as named glTF animations.