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		<title>Ex Data</title>
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		<updated>2025-09-17T03:22:15Z</updated>

		<summary type="html">&lt;p&gt;2400:CB00:72:1000:C64C:11E6:79:7418: Made the whole page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Ex Data exists in Project DIVA to add bones that aren&#039;t present in the original DIVA skeleton, allow expression-driven animation, and to add physics to bone strands. It can be edited in [[MikuMikuModel]], and are usually referred to as &amp;quot;blocks.&amp;quot; Most of the Ex Data system was seemingly based on [[wikipedia:Autodesk_Softimage|AutoDesk&#039;s SoftImage]]&lt;br /&gt;
&lt;br /&gt;
== Expression Blocks (EXP) ==&lt;br /&gt;
Expression Blocks are the main way to add non-standard bones to a model, and provide a way to add simple animations and math-driven animation. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Expression Block&lt;br /&gt;
!&#039;&#039;&#039;Expressions&#039;&#039;&#039;&lt;br /&gt;
|(Collection)&lt;br /&gt;
|Collection of expression strings (see below)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of the expression block internally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ParentName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of the parent &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|[Scale of Block]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Signature&#039;&#039;&#039;&lt;br /&gt;
|EXP&lt;br /&gt;
|(Not Editable)&lt;br /&gt;
|}&lt;br /&gt;
Expressions themselves are formatted as such:&lt;br /&gt;
 [Component] = [Instruction]&lt;br /&gt;
Here is the full list of [[Expression Components and Instructions|Components and Instructions]]&lt;br /&gt;
&lt;br /&gt;
== Osage Blocks (OSG) ==&lt;br /&gt;
Osage Blocks are how Project DIVA determines what bones should receive real-time physics. It is important to note that an Osage Block generally applies to a whole chain of bones, instead of individual bones. The Osage block itself holds;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Osage Block&lt;br /&gt;
!&#039;&#039;&#039;ExternalName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Osage]&lt;br /&gt;
|Name of the Osage block externally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of the Osage block internally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Nodes&#039;&#039;&#039;&lt;br /&gt;
|(Collection)&lt;br /&gt;
|Collection of bones (nodes) for the Osage strand&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ParentName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of the parent &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|[Scale of Block]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Signature&#039;&#039;&#039;&lt;br /&gt;
|OSG&lt;br /&gt;
|(Not Editable)&lt;br /&gt;
|}&lt;br /&gt;
Note: &#039;&#039;&#039;ExternalName&#039;&#039;&#039; is what is used in the [[Skin Param]] to set settings for the Osage strand, not &#039;&#039;&#039;Name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Osage Nodes ===&lt;br /&gt;
An Osage block holds a collection of nodes, the bones that belong to the Osage block. The collection of nodes is as such:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Osage Node&lt;br /&gt;
!&#039;&#039;&#039;Length&#039;&#039;&#039;&lt;br /&gt;
|[Length of Node]&lt;br /&gt;
|Actual length of the bone&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Node]&lt;br /&gt;
|Name of the bone&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]&lt;br /&gt;
|[X,Y,Z] &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;SiblingMaxDistance&#039;&#039;&#039;&lt;br /&gt;
|[Distance from Sibling]&lt;br /&gt;
|Distance the node can travel from the Sibling&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;SiblingName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Sibling]&lt;br /&gt;
|Name of the Sibling node &lt;br /&gt;
|}&lt;br /&gt;
Note: An Osage block can hold multiple Osage Nodes&lt;br /&gt;
&lt;br /&gt;
== Constraint Blocks (CNS) ==&lt;br /&gt;
Constraint blocks are the best way to copy the direction or orientation of another bone without using expressions, and are best used on bones that need to maintain an offset while being affected by another bone. A great example of this system is [https://gamebanana.com/mods/385283 Skyth&#039;s Sonic Modules], being able to copy the DIVA skeleton while keeping the original model&#039;s armature intact.&lt;br /&gt;
&lt;br /&gt;
=== Direction Constraint Block ===&lt;br /&gt;
This is the main way to point a bone towards another bone.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Direction Constraint Block&lt;br /&gt;
!Coupling&lt;br /&gt;
|[Rigid or Soft]&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Coupling method] &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.PositionConstraintData&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Direction Constraint]&lt;br /&gt;
|-&lt;br /&gt;
!ConstrainedObject&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.AttachPointData&lt;br /&gt;
|Always AttachPointData(?)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByOrientation&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constrained bone uses orientation if true&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByScaling&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constrained bone uses scale if true&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Offset of constrained bone&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ConstrainingObject&#039;&#039;&#039;&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.AttachPointData&lt;br /&gt;
|Always AttachPointData(?)&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByOrientation&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constraining bone uses orientation if true&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;AffectedByScaling&#039;&#039;&#039;&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constraining bone uses scale if true&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Offset of constraining bone&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|Position&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!UpVector&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.UpVectorData&lt;br /&gt;
|Always UpVectorData(?)&lt;br /&gt;
|-&lt;br /&gt;
!Active&lt;br /&gt;
|[True or False]&lt;br /&gt;
|Constrained bone uses Up Vector if true&lt;br /&gt;
|-&lt;br /&gt;
!AffectedAxis&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Determines which axis is used as the [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Up Vector]&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name]&lt;br /&gt;
|&lt;br /&gt;
 Editors&#039; Note: I can&#039;t find this used anywhere&lt;br /&gt;
|-&lt;br /&gt;
!PointAt&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Where the [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Up Vector] should point&lt;br /&gt;
|-&lt;br /&gt;
!Roll&lt;br /&gt;
|[Value]&lt;br /&gt;
|Roll of the [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Up Vector](?)&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of Constraint Block&lt;br /&gt;
|-&lt;br /&gt;
!ParentName&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of Parent &lt;br /&gt;
|-&lt;br /&gt;
!Position&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Rotation&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Scale&lt;br /&gt;
|[Scale]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Signature&lt;br /&gt;
|CNS&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!SourceNodeName&lt;br /&gt;
|[Name of Source Node]&lt;br /&gt;
|Constraining bone&lt;br /&gt;
|}&lt;br /&gt;
Note: Much of this is sourced from [https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Softimage 2014&#039;s Manual]&lt;br /&gt;
&lt;br /&gt;
=== Orientation Constraint Block ===&lt;br /&gt;
This is the main way to copy a bone&#039;s orientation.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Orientation Constraint Block&lt;br /&gt;
!Coupling&lt;br /&gt;
|[Rigid or Soft]&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Coupling method] &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Data&#039;&#039;&#039;&lt;br /&gt;
|MikuMikuLibrary.Objects.Extra.Blocks.OrientationConstraintData&lt;br /&gt;
|[https://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/constraints_OverviewofWorkingwithConstraints.htm,topicNumber=d30e162219 Orientation Constraint]&lt;br /&gt;
|-&lt;br /&gt;
!Offset&lt;br /&gt;
|[X, Y, Z]&lt;br /&gt;
|Offset of rotation&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Type&#039;&#039;&#039;&lt;br /&gt;
|Orientation&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of Constraint Block&lt;br /&gt;
|-&lt;br /&gt;
!ParentName&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of Parent &lt;br /&gt;
|-&lt;br /&gt;
!Position&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Rotation&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Scale&lt;br /&gt;
|[Scale]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!Signature&lt;br /&gt;
|CNS&lt;br /&gt;
|Not Editable&lt;br /&gt;
|-&lt;br /&gt;
!SourceNodeName&lt;br /&gt;
|[Name of Source Node]&lt;br /&gt;
|Constraining bone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing Block (CLS) ==&lt;br /&gt;
Also referred to as &amp;quot;soft body physics&amp;quot;, this is the best way to add physics to complex meshes, like Luka&#039;s skirt on her default module. &#039;&#039;&#039;Unfortunately, [[MikuMikuModel]] does not support this block in its entirety yet, and can&#039;t properly import models that make use of it.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|+Clothing Block&lt;br /&gt;
!BackFaceName&lt;br /&gt;
|[Name of Mesh]&lt;br /&gt;
|Name of the mesh used for backfaces&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Field08&#039;&#039;&#039;&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field10&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Field14&#039;&#039;&#039;&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field18&lt;br /&gt;
|[Matrix4x4 Array]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field1C&lt;br /&gt;
|[Collection]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field20&lt;br /&gt;
|[Collection]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Field24&lt;br /&gt;
|uInt16 Array&lt;br /&gt;
|Undocumented (Array length is same as vertex count?)&lt;br /&gt;
|-&lt;br /&gt;
!Field28&lt;br /&gt;
|uInt16 Array&lt;br /&gt;
|Undocumented (Array length is same as vertex count?)&lt;br /&gt;
|-&lt;br /&gt;
!Field30&lt;br /&gt;
|[Value]&lt;br /&gt;
|Undocumented&lt;br /&gt;
|-&lt;br /&gt;
!Name&lt;br /&gt;
|[Name of Mesh]&lt;br /&gt;
|Name of the mesh&lt;br /&gt;
|-&lt;br /&gt;
!Signature&lt;br /&gt;
|CLS&lt;br /&gt;
|Not Editable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Motion Block (MOT) ==&lt;br /&gt;
Motion blocks are able to animate bones on a character, but are only used in Project DIVA F, Project DIVA F2nd, and Project DIVA X.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Motion Block&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|[Name of Block]&lt;br /&gt;
|Name of the motion block internally&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Nodes&#039;&#039;&#039;&lt;br /&gt;
|(Collection)&lt;br /&gt;
|Collection of bones&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;ParentName&#039;&#039;&#039;&lt;br /&gt;
|[Name of Parent]&lt;br /&gt;
|Name of the parent &lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Position&#039;&#039;&#039;&lt;br /&gt;
|[Position in [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Rotation&#039;&#039;&#039;&lt;br /&gt;
|[Rotation in [[wikipedia:Radian|Radians]] and [https://help.autodesk.com/view/MAYAUL/2024/ENU/?guid=GUID-A63AC5C8-8822-42AC-827E-164B5266DA03#:~:text=Local%20space%20is%20similar%20to%20object%20space%2C%20however%20it%20uses%20the%20origin%20and%20axes%20of%20the%20object%E2%80%99s%20parent%20node%20in%20the%20hierarchy%20of%20objects.%20This%20is%20useful%20when%20you%20haven%E2%80%99t%20transformed%20the%20object%20itself%2C%20but%20it%20is%20part%20of%20a%20group%20that%20is%20transformed. Local Space]]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
|[Scale of Block]&lt;br /&gt;
|[X,Y,Z]&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Signature&#039;&#039;&#039;&lt;br /&gt;
|MOT&lt;br /&gt;
|(Not Editable)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unused Blocks (ITM, LGT) ==&lt;br /&gt;
There are two unused Ex Data signatures in Arcade Future Tone&#039;s data, being ITM and LGT. Both act as a CNS block internally.&lt;/div&gt;</summary>
		<author><name>2400:CB00:72:1000:C64C:11E6:79:7418</name></author>
	</entry>
</feed>