#author("2024-05-05T07:02:52+00:00","default:iseki","iseki") #author("2024-05-12T03:52:55+00:00","default:iseki","iseki") ** library_controllers <pre> <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" /> // JOINT <source id="avatar_Leg-skin-bind_poses" /> // INV_BIND_MATRIX <source id="avatar_Leg-skin-weights" /> // WEIGHT <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 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 ..... // 1個目の VERTEX について,(Joint番号, Weightインデックス)= (17, 0), (18, 1) vcount が 2なので 2個 // 2個目の VERTEX について,(Joint番号, Weightインデックス)= (17, 3), (18, 4) vcount が 2なので 2個 // 1個目の VERTEX について,(Joint番号, Weightインデックス)= (17, 0), (18, 1) vcount が 2なので重みデータの数は 2個 // 2個目の VERTEX について,(Joint番号, Weightインデックス)= (17, 3), (18, 4) vcount が 2なので重みデータの数は 2個 // ....... </v> </vertex_weights> </skin> </controller> <controller /> // 繰り返し </library_controllers> </pre> *** source **** JOINT <pre> <source id="avatar_Leg-skin-joints"> <Name_array id="avatar_Leg-skin-joints-array" count="26"> // 26個の Joint名 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> </pre> **** INV_BIND_MATRIX <pre> <source id="avatar_Leg-skin-bind_poses"> <float_array id="avatar_Leg-skin-bind_poses-array" count="416"> // 26組, 26は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> </pre> **** WEIGHT <pre> <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> </pre>