Detroit: Become Human: SEGS/DATA_CONTAINER editing (mesh, animation, cloth) in Blender
Detroit runs Quantic Dream's in-house engine, and its PC data sits in a `QUANTICDREAMTABINDEX` archive (`BigFile_PC.idx` plus its data file). Assets are `segs` members: chunked, individually compressed blobs, each carrying a native container with `MESHDATA`, `ANIMDATA` or Havok blocks. The route below is a Blender 4.0+ add-on, *Detroit: Become Human…
7 gotchas recorded
- Fixed slots only.
- uint16 block sizes.
- Texture identity is a hex ID.
- Cloth needs a donor.
- Blender 4.0+.
- Do not point the reference bridge at your game install for writes.
- Keep game files out of notes and repos.