#header { uint32 model_count for(i = 0; i < model_count; ++i) { uint32 data_offset // 0xFFFFFFFF for invalid model } } #data { for() { uint32 skeleton_file_hash uint32 animation_count uint32 model_count uint32 effect_count for (j = 0; j < animation_count; ++j) { uint32 animation_file_hash } for (j = 0; j < model_count; ++j) { uint32 model_id } for(j = 0; j < effect_count; ++j) { uint32 effect_file_hash float3 position float4 rotation float3 scale uint32 dummyIdx } } }
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