0ad/binaries/data/mods/official/art/skeletons/skeletons.xml
Ykkrosh d2935684ff Collada: Integrated skeleton XML with game. Added some tests. Fixed memory leak when loading ill-formed XML.
Added TestLogger, so tests can check the right log messages were
produced.

This was SVN commit r4960.
2007-03-16 23:32:10 +00:00

265 lines
6.5 KiB
XML

<skeletons>
<standard_skeleton title="Standard biped" id="biped">
<bone name="root">
<bone name="pelvis">
<bone name="spine">
<bone name="spine1">
<bone name="neck">
<bone name="head">
<bone name="DUMMY_headnub"/> <!-- kept for binary compatibility with PSA files -->
<bone name="l_clavicle">
<bone name="l_upperarm">
<bone name="l_forearm">
<bone name="l_hand">
<bone name="DUMMY_l_finger0">
<bone name="DUMMY_l_finger0nub"/>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="r_clavicle">
<bone name="r_upperarm">
<bone name="r_forearm">
<bone name="r_hand">
<bone name="DUMMY_r_finger0">
<bone name="DUMMY_r_finger0nub"/>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="l_thigh">
<bone name="l_calf">
<bone name="l_foot">
<bone name="DUMMY_l_toe0">
<bone name="DUMMY_l_toe0nub"/>
</bone>
</bone>
</bone>
</bone>
<bone name="r_thigh">
<bone name="r_calf">
<bone name="r_foot">
<bone name="DUMMY_r_toe0">
<bone name="DUMMY_r_toe0nub"/>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</standard_skeleton>
<!--
The <skeleton>s must specify all the bones that may influence vertexes of
skinned meshes. The <bone name> is the name of the bone in the relevant
modelling/animation program. The <identifier> name is used to determine
whether this <skeleton> applies to the data found in a given model file.
<target> must be the name of a bone in the standard_skeleton identified by
<skeleton target>.
The hierarchy of bones is mostly irrelevant (though it makes sense to match
the structure used by the modelling program) - the only effect is that
the default <target> (i.e. when none is specified for a given bone) is
inherited from the parent node in this hierarchy.
-->
<skeleton title="3ds Max biped" target="biped">
<identifier>
<root>Bip01</root>
</identifier>
<bone name="Bip01">
<target>root</target>
<bone name="Bip01_Pelvis">
<target>pelvis</target>
<bone name="Bip01_Spine">
<target>spine</target>
<bone name="Bip01_Spine1">
<target>spine1</target>
<bone name="Bip01_Neck">
<target>neck</target>
<bone name="Bip01_Head">
<target>head</target>
<bone name="Bip01_HeadNub"/>
<bone name="Bip01_L_Clavicle">
<target>l_clavicle</target>
<bone name="Bip01_L_UpperArm">
<target>l_upperarm</target>
<bone name="Bip01_L_Forearm">
<target>l_forearm</target>
<bone name="Bip01_L_Hand">
<target>l_hand</target>
<bone name="Bip01_L_Finger0">
<bone name="Bip01_L_Finger0Nub"/>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="Bip01_R_Clavicle">
<target>r_clavicle</target>
<bone name="Bip01_R_UpperArm">
<target>r_upperarm</target>
<bone name="Bip01_R_Forearm">
<target>r_forearm</target>
<bone name="Bip01_R_Hand">
<target>r_hand</target>
<bone name="Bip01_R_Finger0">
<bone name="Bip01_R_Finger0Nub"/>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
<bone name="Bip01_L_Thigh">
<target>l_thigh</target>
<bone name="Bip01_L_Calf">
<target>l_calf</target>
<bone name="Bip01_L_Foot">
<target>l_foot</target>
<bone name="Bip01_L_Toe0">
<bone name="Bip01_L_Toe0Nub"/>
</bone>
</bone>
</bone>
</bone>
<bone name="Bip01_R_Thigh">
<target>r_thigh</target>
<bone name="Bip01_R_Calf">
<target>r_calf</target>
<bone name="Bip01_R_Foot">
<target>r_foot</target>
<bone name="Bip01_R_Toe0">
<bone name="Bip01_R_Toe0Nub"/>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</bone>
</skeleton>
<skeleton title="XSI biped" target="biped">
<identifier>
<root>Biped_GlobalSRT</root>
</identifier>
<bone name="Biped_GlobalSRT">
<target>root</target>
<bone name="Biped_Spine01">
<target>pelvis</target>
<bone name="Biped_Spine02">
<target>spine</target>
<bone name="Biped_Spine03">
<target>spine1</target>
</bone>
</bone>
</bone>
<bone name="Biped_Lshoulder">
<target>l_clavicle</target>
</bone>
<bone name="Biped_Lbicept">
<target>l_upperarm</target>
<bone name="Biped_Lforearm">
<target>l_forearm</target>
</bone>
</bone>
<bone name="Biped_Rshoulder">
<target>r_clavicle</target>
</bone>
<bone name="Biped_Rbicept">
<target>r_upperarm</target>
<bone name="Biped_Rforearm">
<target>r_forearm</target>
</bone>
</bone>
<bone name="Biped_neck">
<target>neck</target>
<bone name="Biped_head">
<target>head</target>
</bone>
</bone>
<bone name="Biped_Lthigh">
<target>l_thigh</target>
<bone name="Biped_Lshin">
<target>l_calf</target>
</bone>
</bone>
<bone name="Biped_Rthigh">
<target>r_thigh</target>
<bone name="Biped_Rshin">
<target>r_calf</target>
</bone>
</bone>
<bone name="Biped_Lhand">
<target>l_hand</target>
<bone name="Biped_Lfingers"/>
</bone>
<bone name="Biped_Lfoot">
<target>l_foot</target>
<bone name="Biped_Ltoe"/>
</bone>
<bone name="Biped_Rhand">
<target>r_hand</target>
<bone name="Biped_Rfingers"/>
</bone>
<bone name="Biped_Rfoot">
<target>r_foot</target>
<bone name="Biped_Rtoe"/>
</bone>
</bone>
</skeleton>
</skeletons>