Development for Collada[edit]

構造[edit]

全体[edit]

<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
   <asset />
   <library_images />
   <library_effects />
   <library_materials />
   <library_geometries />
   <library_controllers />
   <library_effects />
   <library_physics_models />
   <library_physics_scenes />
   <library_visual_scenes />
   <scene />
</COLLADA>

library_geometries[edit]

   <library_geometries>
       <geometry id="Leg-mesh" name="Leg">
           <mesh>
               <source id="Leg-mesh-positions" />   // POSITION
               <source id="Leg-mesh-normalsp" />    // NORMAL
               <source id="Leg-mesh-map" />         // UVMAP
               <source id="Leg-mesh-colors-colorSet0" name="colorSet0" /> // COLOR
               <vertices />
                   <input semantic="POSITION" source="#Leg-mesh-positions"/>
               </vertices>
               <polylist material="body-material" count="2322" />
           </mesh>
       </geometry>
       <geometry />   // 繰り返し
   </library_geometries>

library_controllers[edit]

   <library_controllers>
       <controller id="avatar_Leg-skin" name="avatar">   // <geometry> と同じ数だけ繰り返し 
           <skin source="#Leg-mesh">
               <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>

               <source id="avatar_Leg-skin-joints">
                   <Name_array id="avatar_Leg-skin-joints-array" count="26">
                       mPelvis mTorso mChest mNeck mHead mSkull mEyeRight mEyeLeft mCollarLeft mShoulderLeft mElbowLeft mWristLeft 
                       mCollarRight mShoulderRight mElbowRight mWristRight mHipRight mKneeRight mAnkleRight mFootRight mToeRight 
                       mHipLeft mKneeLeft mAnkleLeft mFootLeft mToeLeft
                   </Name_array>
                   <technique_common>
                       <accessor source="#avatar_Leg-skin-joints-array" count="26" stride="1">
                           <param name="JOINT" type="name"/>
                       </accessor>
                   </technique_common>
               </source>

               <source id="avatar_Leg-skin-bind_poses">
                   <float_array id="avatar_Leg-skin-bind_poses-array" count="416">  // 26組 26: Joint数
                       1 0 0 -0.04000455 0 1 0 0 0 0 1 -1.067 0 0 0 1 1 0 0 -0.04000455 ....
                   </float_array>
                   <technique_common>
                       <accessor source="#avatar_Leg-skin-bind_poses-array" count="26" stride="16">
                           <param name="TRANSFORM" type="float4x4"/>
                       </accessor>
                   </technique_common>
               </source>

               <source id="avatar_Leg-skin-weights">
                   <float_array id="avatar_Leg-skin-weights-array" count="2650">
                       0.7865686 0.2134314 0.7876405 0.2123596 0.08716887 0.9128311 0.1 .....
                   </float_array>
                   <technique_common>
                       <accessor source="#avatar_Leg-skin-weights-array" count="2650" stride="1">
                           <param name="WEIGHT" type="float"/>
                       </accessor>
                   </technique_common>
               </source>

               <joints>
                   <input semantic="JOINT" source="#avatar_Leg-skin-joints"/>
                   <input semantic="INV_BIND_MATRIX" source="#avatar_Leg-skin-bind_poses"/>
               </joints>

               <vertex_weights count="1261">
                   <input semantic="JOINT" source="#avatar_Leg-skin-joints" offset="0"/>
                   <input semantic="WEIGHT" source="#avatar_Leg-skin-weights" offset="1"/>
                   <vcount>
                       2 2 2 2 2 2 2 2 2 2 2 2 1 1 2 1 1 1 1 2 2 2 2 2 1 2 2 2 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 ..... 
                   </vcount>
                   <v>
                       17 0 18 1 17 2 18 3 17 4 18 5 17 6 18 7 17 8 18 9 17 10 18 11 17 12 18 13 ..... 
                   </v>
               </vertex_weights>
           </skin>
       </controller>

       <controller />    // 繰り返し
   </library_controllers>

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