Just so you guys can see what I've been looking at:
http://s2.supload.com/gal/0801289979/0/The pics are in order of experiments and thus in order of the various specifications given for the bones. The rotations and coordinate axes have only been confirmed for the neck bone though.
Pic 1: A demonstration of parent bone attachment. I've shown this before I think.
Pic 2: Z rotation of the neck bone.
Pic 3: Y rotation of the neck bone (added to the Z rotation)
Pic 4: X rotation of the neck bone (added to the Z and Y rotations)
Pic 5: Z coordinate change, new value 0xFFAA
Pic 6: Z coordinate change, new value 0x00AA
Pics 7, 8, and 9: I had labeled the first two Y coordinate changes and the third an X coordinate change, but now that I look at them I'm not sure that different axes are being affected here. They might both be X axis specifications.
The bone having two X axis specifications is weird to think about, but truth be told, the first root bone specification after the header ("A" in the letter scheme, the one that causes freezing when its first four bytes are zero'd) seems to have two X rotation specifications and one Z rotation specification (no Y). Grr. It'll take a bit to figure out the scheme being used here. It appears from my findings so far that the specifications are not consistent among the various bones.
But in any case, the 20-byte runs can be broken down like so, in general terms:
PB PB PB PB R1 R1 R2 R2 - R3 R3 C1 C1 C2 C2 C3 C3
?? ?? ?? ??
Where the first four bytes are a bone or articulation point ID; the next six bytes are devoted to rotations, which can be in just about any order; the next six bytes are devoted to coordinates in 3D space; and the last four bytes are related to the bone ID in some way, but are functionally neutral -- changing these bytes to wacky values has no visible effect on the model or battle animations.
Since we know the ins-and-outs of Sections 1-2 and 1-3 in intimate detail, it would perhaps be best if I spent the next week or so figuring out the scheme by which the rotations and coordinates are ordered into X, Y, and Z axis-related info.
After that, I'm going to move on to Section 3 and see what wonders may be hidden there. It could be stationary battle animations, but that's a wild guess. Section 1-1 may be the HRC structure to which Halkun refers, and there we may find bone lengths if they exist. I think?
In any case, we are
this close to having enough info for model viewing in static poses.