mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
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620 lines
35 KiB
Plaintext
Executable File
620 lines
35 KiB
Plaintext
Executable File
<?xml version="1.0" encoding="utf-8"?>
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<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
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<asset>
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<contributor>
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<author>gcorson</author>
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<authoring_tool>Maya8.5 | ColladaMaya v3.03</authoring_tool>
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<comments>Collada Maya Export Options:
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bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;
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curveConstrainSampling=0;removeStaticCurves=1;exportCameraAsLookat=0;
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exportLights=1;exportCameras=1;exportJointsAndSkin=1;
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exportAnimations=1;exportTriangles=0;exportInvisibleNodes=0;
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exportNormals=1;exportTexCoords=1;
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exportVertexColors=1;exportVertexColorsAnimation=0;exportTangents=0;
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exportTexTangents=0;exportConstraints=1;exportPhysics=1;exportXRefs=1;
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dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>
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<source_data>
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file:///C:/Documents%20and%20Settings/gcorson/Desktop/Crystal%20Content/AmandaCrush/untitled
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</source_data>
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</contributor>
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<created>2007-04-04T23:08:51Z</created>
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<modified>2007-06-21T18:50:45Z</modified>
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<unit meter="0.01" name="centimeter"/>
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<up_axis>Y_UP</up_axis>
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</asset>
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<library_materials>
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<material id="lambert1" name="lambert2">
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<instance_effect url="#lambert1-fx"/>
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</material>
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</library_materials>
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<library_effects>
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<effect id="lambert1-fx">
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<profile_COMMON>
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<technique sid="common">
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<lambert>
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<emission>
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<color>0 0 0 1</color>
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</emission>
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<ambient>
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<color>0 0 0 1</color>
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</ambient>
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<diffuse>
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<color>0.9 0.5 0.5 1</color>
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</diffuse>
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<transparent opaque="RGB_ZERO">
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<color>0 0 0 1</color>
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</transparent>
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<transparency>
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<float>1</float>
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</transparency>
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<index_of_refraction>
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<float>1</float>
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</index_of_refraction>
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</lambert>
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</technique>
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</profile_COMMON>
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</effect>
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</library_effects>
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<library_geometries>
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<!--
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*******************************************************************************************
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This is a pretty standard mesh for the same as used in the skinning example. It's a 6
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sided cylinder divided into 6 sections with a total of 42 vertices. It is used as the
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base mesh (source) in the morph controller.
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*******************************************************************************************
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-->
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<geometry id="pCylinderShape1" name="pCylinderShape1">
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<mesh>
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<source id="pCylinderShape1-positions" name="position">
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<float_array id="pCylinderShape1-positions-array" count="126">20 -90 -34.641
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-20 -90 -34.641 -40 -90 -0.000005 -20 -90 34.641 20 -90 34.641 40 -90 0 20 -60 -34.641
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-20 -60 -34.641 -40 -60 -0.000005 -20 -60 34.641 20 -60 34.641 40 -60 0 20 -30 -34.641
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-20 -30 -34.641 -40 -30 -0.000005 -20 -30 34.641 20 -30 34.641 40 -30 0 20 0 -34.641
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-20 0 -34.641 -40 0 -0.000005 -20 0 34.641 20 0 34.641 40 0 0 20 30 -34.641 -20 30 -34.641
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-40 30 -0.000005 -20 30 34.641 20 30 34.641 40 30 0 20 60 -34.641 -20 60 -34.641
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-40 60 -0.000005 -20 60 34.641 20 60 34.641 40 60 0 20 90 -34.641 -20 90 -34.641
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-40 90 -0.000005 -20 90 34.641 20 90 34.641 40 90 0</float_array>
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<technique_common>
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<accessor source="#pCylinderShape1-positions-array" count="42" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="pCylinderShape1-normals" name="normal">
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<float_array id="pCylinderShape1-normals-array" count="468">0 0 -1 0 0 -1
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0 0 -1 0 0 -1 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025
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0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0 0 -1 0 0 -1 0 0 -1 0
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0 -0.5 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026
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0 0.5 -0.866026 0 0.5 0 0 1 0 0 1 0 0 1 0 0 1 0.866025 0 0.5 0.866025 0 0.5 0.866025
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0 -0.5 0 0 -1 0 0 -1 0 0 -1 0 0 -1 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025
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0 -0.5 -0.866025 0 -0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026
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0 0.5 0 0 1 0 0 1 0 0 1 0 0 1 0.866025 0 0.5 0.866025 0 0.5 0.866025 0 0.5 0.866025
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0 0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0 0 -1 0 0 -1
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0 0 -1 0 0 -1 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025
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0 -0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026 0 0.5 0
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0 1 0 0 1 0 0 1 0 0 1 0.866025 0 0.5 0.866025 0 0.5 0.866026 0 0.5 0.866026
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0 0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0
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-1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0</float_array>
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<technique_common>
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<accessor source="#pCylinderShape1-normals-array" count="156" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="pCylinderShape1-map1" name="map1">
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<float_array id="pCylinderShape1-map1-array" count="122">0.578125 0.020933
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0.421875 0.020933 0.34375 0.15625 0.421875 0.291566 0.578125 0.291566 0.65625 0.15625
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0.375 0.3125 0.416667 0.3125 0.458333 0.3125 0.5 0.3125 0.541667 0.3125 0.583333
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0.3125 0.625 0.3125 0.375 0.375157 0.416667 0.375157 0.458333 0.375157 0.5 0.375157
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0.541667 0.375157 0.583333 0.375157 0.625 0.375157 0.375 0.437813 0.416667 0.437813
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0.458333 0.437813 0.5 0.437813 0.541667 0.437813 0.583333 0.437813 0.625 0.437813
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0.375 0.50047 0.416667 0.50047 0.458333 0.50047 0.5 0.50047 0.541667 0.50047 0.583333
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0.50047 0.625 0.50047 0.375 0.563127 0.416667 0.563127 0.458333 0.563127 0.5 0.563127
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0.541667 0.563127 0.583333 0.563127 0.625 0.563127 0.375 0.625783 0.416667 0.625783
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0.458333 0.625783 0.5 0.625783 0.541667 0.625783 0.583333 0.625783 0.625 0.625783
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0.375 0.68844 0.416667 0.68844 0.458333 0.68844 0.5 0.68844 0.541667 0.68844 0.583333
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0.68844 0.625 0.68844 0.578125 0.708434 0.421875 0.708434 0.34375 0.84375 0.421875
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0.979066 0.578125 0.979066 0.65625 0.84375</float_array>
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<technique_common>
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<accessor source="#pCylinderShape1-map1-array" count="61" stride="2">
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<param name="S" type="float"/>
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<param name="T" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<vertices id="pCylinderShape1-vertices">
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<input semantic="POSITION" source="#pCylinderShape1-positions"/>
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</vertices>
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<polylist material="lambert2SG" count="38">
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<input semantic="VERTEX" source="#pCylinderShape1-vertices" offset="0"/>
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<input semantic="NORMAL" source="#pCylinderShape1-normals" offset="1"/>
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<input semantic="TEXCOORD" source="#pCylinderShape1-map1" offset="2" set="0"/>
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<vcount>4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 6 6</vcount>
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<p>0 0 6 1 1 7 7 2 14 6 3 13 1 4 7 2 5 8 8 6 15 7 7 14 2 8 8 3 9 9 9 10
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16 8 11 15 3 12 9 4 13 10 10 14 17 9 15 16 4 16 10 5 17 11 11 18 18 10 19 17 5
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20 11 0 21 12 6 22 19 11 23 18 6 24 13 7 25 14 13 26 21 12 27 20 7 28 14 8 29 15 14
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30 22 13 31 21 8 32 15 9 33 16 15 34 23 14 35 22 9 36 16 10 37 17 16 38 24 15
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39 23 10 40 17 11 41 18 17 42 25 16 43 24 11 44 18 6 45 19 12 46 26 17 47 25 12
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48 20 13 49 21 19 50 28 18 51 27 13 52 21 14 53 22 20 54 29 19 55 28 14 56 22 15
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57 23 21 58 30 20 59 29 15 60 23 16 61 24 22 62 31 21 63 30 16 64 24 17 65 25 23
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66 32 22 67 31 17 68 25 12 69 26 18 70 33 23 71 32 18 72 27 19 73 28 25 74 35 24
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75 34 19 76 28 20 77 29 26 78 36 25 79 35 20 80 29 21 81 30 27 82 37 26 83 36 21
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84 30 22 85 31 28 86 38 27 87 37 22 88 31 23 89 32 29 90 39 28 91 38 23 92 32 18
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93 33 24 94 40 29 95 39 24 96 34 25 97 35 31 98 42 30 99 41 25 100 35 26 101 36 32
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102 43 31 103 42 26 104 36 27 105 37 33 106 44 32 107 43 27 108 37 28 109 38 34
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110 45 33 111 44 28 112 38 29 113 39 35 114 46 34 115 45 29 116 39 24 117 40 30
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118 47 35 119 46 30 120 41 31 121 42 37 122 49 36 123 48 31 124 42 32 125 43 38
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126 50 37 127 49 32 128 43 33 129 44 39 130 51 38 131 50 33 132 44 34 133 45 40
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134 52 39 135 51 34 136 45 35 137 46 41 138 53 40 139 52 35 140 46 30 141 47 36
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142 54 41 143 53 0 144 0 5 145 5 4 146 4 3 147 3 2 148 2 1 149 1 36 150 59 37
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151 58 38 152 57 39 153 56 40 154 55 41 155 60</p>
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</polylist>
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</mesh>
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</geometry>
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<!--
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*******************************************************************************************
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This mesh is the same as the one above, but one of the rings of verticies has been moved
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outwards to create a bulge in the middle of the cylinder. This geometry is used as the
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morph target (aka deformer or blend shape) in the morph controller.
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A morph can operate on ANY or ALL of the sources so you could morph positions, UVs and
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normals all at the same time. The sources to be morphed have to be referenced by <input>
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tags inside the <vertices> tag in both the morph target and the base mesh. In this example
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only the positions are referenced by the <vertices> tag so they are all this morph will effect.
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Since only the positions are being morphed, everything but the target__pCylinderShape1-positions
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source and the <vertices> tag could be deleted from this <geometry> and it the morph
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should still work. The DCC tool should get all the other information from the base mesh, so
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there is no need to duplicate it here.
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This extra information may still be exported by some DCC tools for a variety of reasons.
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The only time it is actually REQUIRED is if the morph target geometry is also instantiated in
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the scene by having an <instance_geometry> tag point directly to it's geometry tag.
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Due to a bug in the ColladaMaya Maya expects the polylist information to be present in the
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morph target or the morph will not be instantiated.
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*******************************************************************************************
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-->
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<geometry id="target__pCylinderShape1" name="target__pCylinderShape1">
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<mesh>
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<source id="target__pCylinderShape1-positions" name="position">
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<float_array id="target__pCylinderShape1-positions-array" count="126">20 -90 -34.641
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-20 -90 -34.641 -40 -90 -0.000005 -20 -90 34.641 20 -90 34.641 40 -90 0 20 -60 -34.641
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-20 -60 -34.641 -40 -60 -0.000005 -20 -60 34.641 20 -60 34.641 40 -60 0 20 -30 -34.641
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-20 -30 -34.641 -40 -30 -0.000005 -20 -30 34.641 20 -30 34.641 40 -30 0 20 0 -34.641
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-20 0 -34.641 -40 0 -0.000005 -20 0 34.641 20 0 34.641 40 0 0 32.6396 30 -69.7557
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-32.6396 30 -69.7557 -65.2792 30 -0.00001 -32.6396 30 69.7557 32.6396 30 69.7557
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65.2792 30 0 20 60 -34.641 -20 60 -34.641 -40 60 -0.000005 -20 60 34.641 20 60 34.641
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40 60 0 20 90 -34.641 -20 90 -34.641 -40 90 -0.000005 -20 90 34.641 20 90 34.641
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40 90 0</float_array>
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<technique_common>
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<accessor source="#target__pCylinderShape1-positions-array" count="42" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="target__pCylinderShape1-normals" name="normal">
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<float_array id="target__pCylinderShape1-normals-array" count="468">0 0 -1
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-0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866026
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0.866025 0 0.5 0.866025 0 0.5 0.866025 0 0.5 0.866025 0 0.5 0.866026 0 -0.5 0.866026
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0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0 0 -1 0 0 -1 0 0 -1 0 0 -1 -0.866025
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|
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|
|
0 0.5 0 0 1 0 0 1 0 0 1 0 0 1 0.866025 0 0.5 0.866025 0 0.5 0.866025 0 0.5 0.866025
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0 0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0 0 -1 0
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0 -1 0 0 -1 0 0 -1 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025 0 -0.5 -0.866025
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0 -0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026 0 0.5 -0.866026 0 0.5 0 0 1 0
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|
0 1 0 0 1 0 0 1 0.866025 0 0.5 0.866025 0 0.5 0.866026 0 0.5 0.866026 0 0.5 0.866026
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|
0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0.866026 0 -0.5 0 -1 0 0 -1 0 0 -1 0 0 -1 0 0
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-1 0 0 -1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0 0 1 0</float_array>
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<technique_common>
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<accessor source="#target__pCylinderShape1-normals-array" count="156" stride="3">
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<param name="X" type="float"/>
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<param name="Y" type="float"/>
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<param name="Z" type="float"/>
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</accessor>
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</technique_common>
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</source>
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<source id="target__pCylinderShape1-map1" name="map1">
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<float_array id="target__pCylinderShape1-map1-array" count="122">0.578125 0.020933
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0.421875 0.020933 0.34375 0.15625 0.421875 0.291566 0.578125 0.291566 0.65625 0.15625 0.375
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|
0.3125 0.416667 0.3125 0.458333 0.3125 0.5 0.3125 0.541667 0.3125 0.583333 0.3125 0.625
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|
0.3125 0.375 0.375157 0.416667 0.375157 0.458333 0.375157 0.5 0.375157 0.541667 0.375157
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|
0.583333 0.375157 0.625 0.375157 0.375 0.437813 0.416667 0.437813 0.458333 0.437813 0.5
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|
0.437813 0.541667 0.437813 0.583333 0.437813 0.625 0.437813 0.375 0.50047 0.416667 0.50047
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|
0.458333 0.50047 0.5 0.50047 0.541667 0.50047 0.583333 0.50047 0.625 0.50047 0.375
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|
0.563127 0.416667 0.563127 0.458333 0.563127 0.5 0.563127 0.541667 0.563127 0.583333
|
|
0.563127 0.625 0.563127 0.375 0.625783 0.416667 0.625783 0.458333 0.625783 0.5 0.625783
|
|
0.541667 0.625783 0.583333 0.625783 0.625 0.625783 0.375 0.68844 0.416667 0.68844
|
|
0.458333 0.68844 0.5 0.68844 0.541667 0.68844 0.583333 0.68844 0.625 0.68844 0.578125
|
|
0.708434 0.421875 0.708434 0.34375 0.84375 0.421875 0.979066 0.578125 0.979066 0.65625
|
|
0.84375</float_array>
|
|
<technique_common>
|
|
<accessor source="#target__pCylinderShape1-map1-array" count="61" stride="2">
|
|
<param name="S" type="float"/>
|
|
<param name="T" type="float"/>
|
|
</accessor>
|
|
</technique_common>
|
|
</source>
|
|
<vertices id="target__pCylinderShape1-vertices">
|
|
<input semantic="POSITION" source="#target__pCylinderShape1-positions"/>
|
|
</vertices>
|
|
<polylist material="target__lambert2SG" count="38">
|
|
<input semantic="VERTEX" source="#target__pCylinderShape1-vertices" offset="0"/>
|
|
<input semantic="NORMAL" source="#target__pCylinderShape1-normals" offset="1"/>
|
|
<input semantic="TEXCOORD" source="#target__pCylinderShape1-map1" offset="2" set="0"/>
|
|
<vcount>4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 4 6 6</vcount>
|
|
<p>0 0 6 1 1 7 7 2 14 6 3 13 1 4 7 2 5 8 8 6 15 7 7 14 2 8 8 3 9 9 9 10 16 8 11
|
|
15 3 12 9 4 13 10 10 14 17 9 15 16 4 16 10 5 17 11 11 18 18 10 19 17 5 20 11 0 21 12 6
|
|
22 19 11 23 18 6 24 13 7 25 14 13 26 21 12 27 20 7 28 14 8 29 15 14 30 22 13 31 21 8
|
|
32 15 9 33 16 15 34 23 14 35 22 9 36 16 10 37 17 16 38 24 15 39 23 10 40 17 11 41 18 17
|
|
42 25 16 43 24 11 44 18 6 45 19 12 46 26 17 47 25 12 48 20 13 49 21 19 50 28 18
|
|
51 27 13 52 21 14 53 22 20 54 29 19 55 28 14 56 22 15 57 23 21 58 30 20 59 29 15
|
|
60 23 16 61 24 22 62 31 21 63 30 16 64 24 17 65 25 23 66 32 22 67 31 17 68 25 12
|
|
69 26 18 70 33 23 71 32 18 72 27 19 73 28 25 74 35 24 75 34 19 76 28 20 77 29 26
|
|
78 36 25 79 35 20 80 29 21 81 30 27 82 37 26 83 36 21 84 30 22 85 31 28 86 38 27
|
|
87 37 22 88 31 23 89 32 29 90 39 28 91 38 23 92 32 18 93 33 24 94 40 29 95 39 24
|
|
96 34 25 97 35 31 98 42 30 99 41 25 100 35 26 101 36 32 102 43 31 103 42 26 104 36 27
|
|
105 37 33 106 44 32 107 43 27 108 37 28 109 38 34 110 45 33 111 44 28 112 38 29
|
|
113 39 35 114 46 34 115 45 29 116 39 24 117 40 30 118 47 35 119 46 30 120 41 31
|
|
121 42 37 122 49 36 123 48 31 124 42 32 125 43 38 126 50 37 127 49 32 128 43 33
|
|
129 44 39 130 51 38 131 50 33 132 44 34 133 45 40 134 52 39 135 51 34 136 45 35
|
|
137 46 41 138 53 40 139 52 35 140 46 30 141 47 36 142 54 41 143 53 0 144 0 5
|
|
145 5 4 146 4 3 147 3 2 148 2 1 149 1 36 150 59 37 151 58 38 152 57 39 153 56 40
|
|
154 55 41 155 60</p>
|
|
</polylist>
|
|
</mesh>
|
|
</geometry>
|
|
</library_geometries>
|
|
<library_controllers>
|
|
<!--
|
|
*******************************************************************************************
|
|
This controller defines a morph with pCylinderShape1 as the source and
|
|
target_pCylinderShape1 as the morph target (deformer)
|
|
*******************************************************************************************
|
|
-->
|
|
<controller id="pCylinderShape1-morph" name="blendShape1">
|
|
<morph method="NORMALIZED" source="#pCylinderShape1">
|
|
<!--
|
|
*******************************************************************************************
|
|
This source lists all the morph targets that will be used by this controller. In this
|
|
case there is just one, but there could be as many as you like. Multiple targets are
|
|
commonly used to apply facial expressions to characters. There would a "happy" morph,
|
|
a "sad" one, an excited one...etc. Which could be mixed so you could make an expression
|
|
that was half sad, half excited...etc.
|
|
*******************************************************************************************
|
|
-->
|
|
<source id="pCylinderShape1-morph-targets">
|
|
<IDREF_array id="pCylinderShape1-morph-targets-array" count="1">target__pCylinderShape1</IDREF_array>
|
|
<technique_common>
|
|
<accessor source="#pCylinderShape1-morph-targets-array" count="1" stride="1">
|
|
<param name="MORPH_TARGET" type="IDREF"/>
|
|
</accessor>
|
|
</technique_common>
|
|
</source>
|
|
<!--
|
|
*******************************************************************************************
|
|
This source contains the weights to be applied to each morph target (in this case just one)
|
|
A weight of 1 means the morph is fully applied. This can be animated.
|
|
*******************************************************************************************
|
|
-->
|
|
<source id="pCylinderShape1-morph-morph_weights">
|
|
<float_array id="pCylinderShape1-morph-morph_weights-array" count="1">1</float_array>
|
|
<technique_common>
|
|
<accessor source="#pCylinderShape1-morph-morph_weights-array" count="1" stride="1">
|
|
<param name="MORPH_WEIGHT" type="float"/>
|
|
</accessor>
|
|
</technique_common>
|
|
</source>
|
|
<!--
|
|
*******************************************************************************************
|
|
The inputs in the targets tag point to the sources containing the list of morph targets and
|
|
the list of corrisponding weights.
|
|
*******************************************************************************************
|
|
-->
|
|
<targets>
|
|
<input semantic="MORPH_TARGET" source="#pCylinderShape1-morph-targets"/>
|
|
<input semantic="MORPH_WEIGHT" source="#pCylinderShape1-morph-morph_weights"/>
|
|
</targets>
|
|
</morph>
|
|
</controller>
|
|
<!--
|
|
*******************************************************************************************
|
|
This controller defines how to skin the geometry that comes out of the morph controller.
|
|
*******************************************************************************************
|
|
-->
|
|
<controller id="pCylinderShape1-morph-skin" name="skinCluster1">
|
|
<!--
|
|
*******************************************************************************************
|
|
A regular skin controller would point at a geometry we wanted to skin. In this case we are
|
|
taking the output of a morph controller (which is geometry) and skinning that.
|
|
*******************************************************************************************
|
|
-->
|
|
<skin source="#pCylinderShape1">
|
|
<!--
|
|
*******************************************************************************************
|
|
The bind shape matrix describes how to transform the pCylinderShape1-morph geometry into the
|
|
right coordinate system for use with the joints. In this case we do an +90 Y transform because
|
|
the geometry was initially a 180 unit long cylinder with 0,0,0 at it's center.
|
|
This moves it so 0,0,0 is at the base of the cylinder.
|
|
*******************************************************************************************
|
|
-->
|
|
<bind_shape_matrix>
|
|
1 0 0 0
|
|
0 1 0 90
|
|
0 0 1 0
|
|
0 0 0 1
|
|
</bind_shape_matrix>
|
|
<!--
|
|
*******************************************************************************************
|
|
This source contains a list of the SIDs of the 7 joints that will influence the skin. You
|
|
can also use an IDREF_Array here but use of SIDs is prefered because they allow a controller
|
|
to be used several times with different skeletons. Applications MUST be able to import either
|
|
IDREF_Array or Name_array tags. And MUST search the correct namespace for the ID or SID
|
|
*******************************************************************************************
|
|
-->
|
|
<source id="pCylinderShape1-morph-skin-joints">
|
|
<Name_array id="pCylinderShape1-morph-skin-joints-array" count="7">
|
|
joint1 joint2 joint3 joint4 joint5 joint6 joint7</Name_array>
|
|
<technique_common>
|
|
<accessor source="#pCylinderShape1-morph-skin-joints-array" count="7" stride="1">
|
|
<param name="JOINT" type="Name"/>
|
|
</accessor>
|
|
</technique_common>
|
|
</source>
|
|
<!--
|
|
*******************************************************************************************
|
|
This source defines the inverse bind matrix for each joint, these are used to bring
|
|
coordinates being skinned into the same space as each joint. Note that in this case the
|
|
joints begin at 0,0,0 and move up 30 units for each joint, so the inverse bind matrices
|
|
are the opposite of that.
|
|
*******************************************************************************************
|
|
-->
|
|
<source id="pCylinderShape1-morph-skin-bind_poses">
|
|
<float_array id="pCylinderShape1-morph-skin-bind_poses-array" count="112">
|
|
1 0 0 0
|
|
0 1 0 0
|
|
0 0 1 0
|
|
0 0 0 1
|
|
|
|
1 0 0 0
|
|
0 1 0 -30
|
|
0 0 1 0
|
|
0 0 0 1
|
|
|
|
1 0 0 0
|
|
0 1 0 -60
|
|
0 0 1 0
|
|
0 0 0 1
|
|
|
|
1 0 0 0
|
|
0 1 0 -90
|
|
0 0 1 0
|
|
0 0 0 1
|
|
|
|
1 0 0 0
|
|
0 1 0 -120
|
|
0 0 1 0
|
|
0 0 0 1
|
|
|
|
1 0 0 0
|
|
0 1 0 -150
|
|
0 0 1 0
|
|
0 0 0 1
|
|
|
|
1 0 0 0
|
|
0 1 0 -180
|
|
0 0 1 0
|
|
0 0 0 1
|
|
</float_array>
|
|
<technique_common>
|
|
<accessor source="#pCylinderShape1-morph-skin-bind_poses-array" count="7" stride="16">
|
|
<param name="TRANSFORM" type="float4x4"/>
|
|
</accessor>
|
|
</technique_common>
|
|
</source>
|
|
<!--
|
|
*******************************************************************************************
|
|
This source defines a weight for each vertex and each joint. The weight defines how much
|
|
a particular joint will contribute to moving a particular vertex's position. This allows
|
|
several joints to influence vertices by different amounts, giving a nice smooth bend.
|
|
|
|
Since there are 42 vertices and 7 joints there should be at most 294 weights. In this case
|
|
the skinning algorithm was told that each vertex should be effected by the 5 nearest joints
|
|
so we have 5 weights per vertex giving a total of 210. Maya has thrown in an extra weight
|
|
of 1 at the beginning giving us a total of 211.
|
|
|
|
Weights 1-6 will be applied to the first vertex, you can see how they work. The first weight
|
|
represents the closest joint to the vertex and has the largest value, the remaining 4 weights
|
|
get smaller and smaller as the associated joint gets farther from the vertex.
|
|
*******************************************************************************************
|
|
-->
|
|
<source id="pCylinderShape1-morph-skin-weights">
|
|
<float_array id="pCylinderShape1-morph-skin-weights-array" count="211">
|
|
1 0.648726 0.265718 0.061417 0.01765 0.006487 0.648726 0.265718 0.061417 0.01765 0.006487
|
|
0.648726 0.265718 0.061417 0.01765 0.006487 0.648726 0.265718 0.061417 0.01765 0.006487
|
|
0.648726 0.265718 0.061417 0.01765 0.006487 0.648726 0.265718 0.061417 0.01765 0.006487
|
|
0.395025 0.395025 0.161802 0.037398 0.010747 0.395025 0.395025 0.161802 0.037398 0.010747
|
|
0.395025 0.395025 0.161802 0.037398 0.010747 0.395025 0.395025 0.161802 0.037398 0.010747
|
|
0.395025 0.395025 0.161802 0.037398 0.010747 0.395025 0.395025 0.161802 0.037398 0.010747
|
|
0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569 0.032491
|
|
0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569 0.032491
|
|
0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569 0.032491
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569 0.032491
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.032491 0.140569 0.343186 0.343186 0.140569 0.032491 0.140569 0.343186 0.343186 0.140569
|
|
0.010747 0.037398 0.161802 0.395025 0.395025 0.010747 0.037398 0.161802 0.395025 0.395025
|
|
0.010747 0.037398 0.161802 0.395025 0.395025 0.010747 0.037398 0.161802 0.395025 0.395025
|
|
0.010747 0.037398 0.161802 0.395025 0.395025 0.010747 0.037398 0.161802 0.395025 0.395025</float_array>
|
|
<technique_common>
|
|
<accessor source="#pCylinderShape1-morph-skin-weights-array" count="211" stride="1">
|
|
<param name="WEIGHT" type="float"/>
|
|
</accessor>
|
|
</technique_common>
|
|
</source>
|
|
<!--
|
|
*******************************************************************************************
|
|
The joints tag connects the source containing the name of each joint with the source
|
|
containing the inverse bind matrices for each joint.
|
|
*******************************************************************************************
|
|
-->
|
|
<joints>
|
|
<input semantic="JOINT" source="#pCylinderShape1-morph-skin-joints"/>
|
|
<input semantic="INV_BIND_MATRIX" source="#pCylinderShape1-morph-skin-bind_poses"/>
|
|
</joints>
|
|
<!--
|
|
*******************************************************************************************
|
|
The vertex_weights tag associates the weights and joints from the previously defined
|
|
sources with the vertices in the geometry being skinned. Each entry in this list matches
|
|
a vertex in the original geometry, so the count here should be the same as the count
|
|
in the geometry being skinned.
|
|
|
|
Each weight/joint pair is referred to as an "influence", a vertex can have any number of
|
|
influences applied to it. The <vcount> value for a vertex defines the number of influences
|
|
on that vertex. In this case every vertex has 5 influences. The values in the <v> array
|
|
are the indices of the joint and weight that make up that influence.
|
|
*******************************************************************************************
|
|
-->
|
|
<vertex_weights count="42">
|
|
<input semantic="JOINT" source="#pCylinderShape1-morph-skin-joints" offset="0"/>
|
|
<input semantic="WEIGHT" source="#pCylinderShape1-morph-skin-weights" offset="1"/>
|
|
<vcount>5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 </vcount>
|
|
<v>0 1 1 2 2 3 3 4 4 5 0 6 1 7 2 8 3 9 4 10 0 11 1 12 2 13 3 14 4 15 0 16 1
|
|
17 2 18 3 19 4 20 0 21 1 22 2 23 3 24 4 25 0 26 1 27 2 28 3 29 4 30 0 31 1 32 2 33 3
|
|
34 4 35 0 36 1 37 2 38 3 39 4 40 0 41 1 42 2 43 3 44 4 45 0 46 1 47 2 48 3 49 4 50 0
|
|
51 1 52 2 53 3 54 4 55 0 56 1 57 2 58 3 59 4 60 0 61 1 62 2 63 3 64 4 65 0 66 1 67 2
|
|
68 3 69 4 70 0 71 1 72 2 73 3 74 4 75 0 76 1 77 2 78 3 79 4 80 0 81 1 82 2 83 3 84 4
|
|
85 0 86 1 87 2 88 3 89 4 90 0 91 1 92 2 93 3 94 4 95 0 96 1 97 2 98 3 99 4 100 0 101 1
|
|
102 2 103 3 104 4 105 0 106 1 107 2 108 3 109 4 110 0 111 1 112 2 113 3 114 4 115 0
|
|
116 1 117 2 118 3 119 4 120 2 121 3 122 4 123 5 124 6 125 2 126 3 127 4 128 5 129 6
|
|
130 1 131 2 132 3 133 4 134 5 135 1 136 2 137 3 138 4 139 5 140 1 141 2 142 3 143 4
|
|
144 5 145 1 146 2 147 3 148 4 149 5 150 2 151 3 152 4 153 5 154 6 155 2 156 3 157 4
|
|
158 5 159 6 160 2 161 3 162 4 163 5 164 6 165 2 166 3 167 4 168 5 169 6 170 2 171 3
|
|
172 4 173 5 174 6 175 2 176 3 177 4 178 5 179 6 180 2 181 3 182 4 183 5 184 6 185 2
|
|
186 3 187 4 188 5 189 6 190 2 191 3 192 4 193 5 194 6 195 2 196 3 197 4 198 5 199 6
|
|
200 2 201 3 202 4 203 5 204 6 205 2 206 3 207 4 208 5 209 6 210</v>
|
|
</vertex_weights>
|
|
</skin>
|
|
</controller>
|
|
</library_controllers>
|
|
<library_visual_scenes>
|
|
<visual_scene id="VisualSceneNode" name="untitled">
|
|
<!--
|
|
*******************************************************************************************
|
|
This is the node hierarchy that represents the skeleton of the skinned object.
|
|
The first node has an ID to act as a starting point for SID searches, the rest
|
|
of the nodes in the hierarchy only need SIDs. It is preferable to use SIDs to
|
|
identify the joints of the skeleton because it allows the skin controller to be
|
|
used several times with different skeletons. For example we could have a second
|
|
joint hierarchy using the same SIDs but with a different id (like skeleton2_root)
|
|
on the first node and different transforms.
|
|
|
|
In this example the root joint of the skeleton is 20 units above the ground.
|
|
All the other joints are 30 units apart in the Y direction. A Z rotation has been
|
|
added to some of the joints to cause the skinned/morphed cylinder to gradually bend so
|
|
you can see the skinning effect.
|
|
*******************************************************************************************
|
|
-->
|
|
<node id="skeleton_root" name="joint1" sid="joint1" type="JOINT">
|
|
<translate sid="translate">0 20 0</translate>
|
|
<!--
|
|
*******************************************************************************************
|
|
Some people try to put the instance_controller here. This will not work correctly for
|
|
a skin because the skinning process has already transformed all the vertices using the
|
|
full transform in the joints that the skin controller references. This means the data
|
|
coming out of the instance_controller is effectively in world space. If we put the
|
|
instance_controller here, the geometry coming out of it would be transformed (again) by
|
|
this node, moving it up an additional 20 units.
|
|
*******************************************************************************************
|
|
-->
|
|
<node name="joint2" sid="joint2" type="JOINT">
|
|
<translate>0 30 0</translate>
|
|
<node name="joint3" sid="joint3" type="JOINT">
|
|
<translate>0 30 0</translate>
|
|
<rotate>0 0 1 17.972</rotate>
|
|
<node name="joint4" sid="joint4" type="JOINT">
|
|
<translate>0 30 0</translate>
|
|
<rotate>0 0 1 16.4036</rotate>
|
|
<node name="joint5" sid="joint5" type="JOINT">
|
|
<translate>0 30 0</translate>
|
|
<rotate>0 0 1 21.1126</rotate>
|
|
<node name="joint6" sid="joint6" type="JOINT">
|
|
<translate>0 30 0</translate>
|
|
<rotate>0 0 1 16.007</rotate>
|
|
<node name="joint7" sid="joint7" type="JOINT">
|
|
<translate>0 30 0</translate>
|
|
</node>
|
|
</node>
|
|
</node>
|
|
</node>
|
|
</node>
|
|
</node>
|
|
</node>
|
|
<!--
|
|
*******************************************************************************************
|
|
This node is where the skinned/morphed geometry is instantiated. The geometry that comes out
|
|
of a skin controller has already been transformed by the joints referenced in the skin
|
|
which puts the geometry in world space. This is why we are instantiating the skin at
|
|
the root of the hierarchy rather than up in the "skeleton_root" node
|
|
*******************************************************************************************
|
|
-->
|
|
<node id="pCylinder1" name="pCylinder1" type="NODE">
|
|
<instance_controller url="#pCylinderShape1-morph-skin">
|
|
<!--
|
|
*******************************************************************************************
|
|
The skeleton tag tells the controller where it should start searching for any SIDs found
|
|
in the skin. This allows the same controller to be re-used with different joint hierarchies.
|
|
If the controller uses an IDREF_Array then the skeleton tag is not required because IDs are
|
|
global.
|
|
*******************************************************************************************
|
|
-->
|
|
<skeleton>#skeleton_root</skeleton>
|
|
<bind_material>
|
|
<technique_common>
|
|
<instance_material symbol="lambert2SG" target="#lambert1"/>
|
|
</technique_common>
|
|
</bind_material>
|
|
</instance_controller>
|
|
</node>
|
|
</visual_scene>
|
|
</library_visual_scenes>
|
|
<scene>
|
|
<instance_visual_scene url="#VisualSceneNode"/>
|
|
</scene>
|
|
</COLLADA>
|