i ll check it !A very cursory analysis of the "clothdef" section:
"clothdef" is used for cloth and hair simulation. First introduced in FIFA 15.
It's used on player clothes (jersey, shorts) and player hairs. Since FIFA 16 there's a low-resolution simulation for hairlods.
Files with this section are placed in data/sceneassets/simplecloth folder. Hair uses these files: simhair_PLAYERID_0_0.rx3
I think this section contains a physical model of the mesh, collision models, and probably some parameters of hair movement.
Some interesting information about it can be found here:
Also partially related:Project Spotlight Workflows
FIFA Hair Simulation Workflow What was the problem? EA Cloth (which is used for hair simulation) is a proprietary tool used at EA f...kentsunde.blogspot.com
Frostbite Hair Rendering and Simulation - Part 2
An in-depth view into one area of Frostbite's research: hair rendering and simulation. Part 2www.ea.com
On this screenshot, you can see some strange red/green/blue meshes around player head and hair. I think it's a visual representation of the data in this section.
View attachment 67479
where red meshes are collision models, green - maybe hair physical model, and green rays - maybe, connections between physical and renderable model.
I made a 010 Editor template for the file with this section, attached to this post. As I said, it's very cursory, many unknown values are there. Some names I took from the executable.
I tried to visualize an array of unknown positions (called unk72 in the template): possibly those are vertices for hair physical model.
to go a bit sideways:
the first link looks interesting, as it is from a (former) ea employee
this post : https://kentsunde.blogspot.com/p/project-spotlight-python.html
it could be maybe, he talks about the section "EDGE_MESH" ?
it is a section you find at FIFA 19 ps3 (example shoe-models, more for shoe-laces maybe), FIFA online 3
(but FIFA 16 maybe too, not sure)