Betamon (chr389) - Digimon Story: Time Stranger (PC)

FILES
- betamon.dae   Rigged model in rest pose (19 bones, 7 meshes). No animation.
- betamon_split_uv.dae
                Compatibility version for programs that read only one UV
                map per mesh. Each eye mesh (3 UV sets) is replaced by three
                copies, one per UV set, each with the texture of that layer:
                _uv1 = chr389a01, _uv2 = chr389p01, _uv3 = chr389b01.
                The copies overlap; everything else is the same as betamon.dae.
- betamon.gltf  Same model + the 20 animations, all 3 UV sets and the game's
  (+ .bin)      material parameters (node/material "extras" -> "dsts").
                Textures are external (the PNGs below), not embedded.
- *.png         Textures exactly as stored in the game, unedited.

EYES (the two meshes with 3 UV sets)
The eye is three texture layers, not one:
  1. chr389a01 on UV1 (skin under the eye)
  2. chr389p01 on UV2 (iris + pupil), mixed over layer 1 by p01 alpha
  3. chr389b01 on UV3 (eyelid, outline and sclera), mixed on top by b01 alpha
  final = mix( mix(a01, p01, p01.alpha), b01, b01.alpha )
p01 and b01 are 4-row atlases: each row (0.25 in V) is one eye expression.
The UVs point at row 0 (eyes open).
The .dae can only carry one texture per material, so these meshes show only
chr389b01 and the eyes look like dark holes until the layers are set up.

eye_L / eye_R
Not the eye itself: a small hemisphere per eye that only adds the shine.
The shine is a sphere-map (reflection) lookup of chr389e01h (shape in the
alpha channel), masked by the green channel of chr389b01m. Its own base
texture chr389e01 is plain white, so hide these or they cover the eyes.

outline
Inverted-hull mesh for the ink outline. It has the same size as the body:
the game pushes its vertices out along the normals in the vertex shader.
Hide it or enable backface culling, otherwise it fights with the body.

OTHER TEXTURES
chr389a01n, chr389b01n  normal maps (body, eyelid)
chr_env_*               six cube-map faces used for reflections
common_clut, clut001    toon shading ramps
The remaining maps (a01l, a01m, a01s, a02s, b01m) are masks read by the game
shader; their use per material is listed in the .gltf extras.

The preview renders compose the eye layers as above; nothing else was added.
