Sirius wrote:I meant, you know how you want your UruDistro to work.
All I know about the Coordinate Interface is that it stores the object's origin (position, rotation and scale). An object without a Coordinate Interface can't be animated. I tried to understand how they stored the position, rotation, etc, but that's not really easy.
If there's no Coordinate Interface, the drawable spans contain the matrices, which are indexed by span ID (you can find this out by looking for the index specified by the DrawableInterface in the DISpanIndices). The physical will contain the physics mesh and be completely independent. Things get complicated when a CoordinateInterface enters the picture. I'm not certain enough about the processes to comment on them.
Also, for your own sanity, try to avoid editing GenericPhysicals when you can help it. Data tends to get lost when writing those out to the stream. There are still some unknown havok flags, and that becomes readily apparent in some cases... like door regions.