0ad/binaries/data/mods/public/art/animation/quadraped/chicken_death.dae
2012-01-21 20:04:59 +00:00

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<param name="TRANSFORM" type="float4x4"/>
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</technique_common>
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<source id="Armature_BlenderChicken_pose_matrix-interpolation">
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<technique_common>
<accessor source="#Armature_BlenderChicken_pose_matrix-interpolation-array" count="13" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
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<input semantic="OUTPUT" source="#Armature_BlenderChicken_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_BlenderChicken_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_BlenderChicken_pose_matrix-sampler" target="BlenderChicken/transform"/>
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<source id="Armature_Body_pose_matrix-input">
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<param name="TRANSFORM" type="float4x4"/>
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</technique_common>
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<source id="Armature_Body_pose_matrix-interpolation">
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<technique_common>
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<param name="INTERPOLATION" type="name"/>
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</technique_common>
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<input semantic="OUTPUT" source="#Armature_Body_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Body_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Body_pose_matrix-sampler" target="Body/transform"/>
</animation>
<animation id="Armature_Neck_Low_pose_matrix">
<source id="Armature_Neck_Low_pose_matrix-input">
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<technique_common>
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<param name="TIME" type="float"/>
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<source id="Armature_Neck_Low_pose_matrix-output">
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<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Neck_Low_pose_matrix-interpolation">
<Name_array id="Armature_Neck_Low_pose_matrix-interpolation-array" count="13">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Neck_Low_pose_matrix-interpolation-array" count="13" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_Neck_Low_pose_matrix-sampler">
<input semantic="INPUT" source="#Armature_Neck_Low_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Neck_Low_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Neck_Low_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Neck_Low_pose_matrix-sampler" target="Neck_Low/transform"/>
</animation>
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<source id="Armature_Neck_High_pose_matrix-input">
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<technique_common>
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<param name="TIME" type="float"/>
</accessor>
</technique_common>
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<source id="Armature_Neck_High_pose_matrix-output">
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<param name="TRANSFORM" type="float4x4"/>
</accessor>
</technique_common>
</source>
<source id="Armature_Neck_High_pose_matrix-interpolation">
<Name_array id="Armature_Neck_High_pose_matrix-interpolation-array" count="13">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Neck_High_pose_matrix-interpolation-array" count="13" stride="1">
<param name="INTERPOLATION" type="name"/>
</accessor>
</technique_common>
</source>
<sampler id="Armature_Neck_High_pose_matrix-sampler">
<input semantic="INPUT" source="#Armature_Neck_High_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Neck_High_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Neck_High_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Neck_High_pose_matrix-sampler" target="Neck_High/transform"/>
</animation>
<animation id="Armature_Head_pose_matrix">
<source id="Armature_Head_pose_matrix-input">
<float_array id="Armature_Head_pose_matrix-input-array" count="13">0 0.08341664 0.125125 0.1668333 0.2085416 0.25025 0.2919583 0.3336667 0.375375 0.4170833 0.4587917 0.5005 0.625625</float_array>
<technique_common>
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<param name="TIME" type="float"/>
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</technique_common>
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<source id="Armature_Head_pose_matrix-output">
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<param name="TRANSFORM" type="float4x4"/>
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<source id="Armature_Head_pose_matrix-interpolation">
<Name_array id="Armature_Head_pose_matrix-interpolation-array" count="13">LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common>
<accessor source="#Armature_Head_pose_matrix-interpolation-array" count="13" stride="1">
<param name="INTERPOLATION" type="name"/>
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<input semantic="INPUT" source="#Armature_Head_pose_matrix-input"/>
<input semantic="OUTPUT" source="#Armature_Head_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_Head_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_Head_pose_matrix-sampler" target="Head/transform"/>
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<animation id="Armature_Leg_L_pose_matrix">
<source id="Armature_Leg_L_pose_matrix-input">
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<sampler id="Armature_WingTip_L_pose_matrix-sampler">
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<input semantic="OUTPUT" source="#Armature_WingTip_L_pose_matrix-output"/>
<input semantic="INTERPOLATION" source="#Armature_WingTip_L_pose_matrix-interpolation"/>
</sampler>
<channel source="#Armature_WingTip_L_pose_matrix-sampler" target="WingTip_L/transform"/>
</animation>
</library_animations>
<library_controllers>
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<source id="Armature_chicken-skin-joints">
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<technique_common>
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</accessor>
</technique_common>
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</accessor>
</technique_common>
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<param name="WEIGHT" type="float"/>
</accessor>
</technique_common>
</source>
<joints>
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<input semantic="INV_BIND_MATRIX" source="#Armature_chicken-skin-bind_poses"/>
</joints>
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</vertex_weights>
</skin>
</controller>
</library_controllers>
<library_visual_scenes>
<visual_scene id="Scene" name="Scene">
<node id="Armature" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<node id="BlenderChicken" name="BlenderChicken" sid="BlenderChicken" type="JOINT">
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<node id="Body" name="Body" sid="Body" type="JOINT">
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<node id="Neck_High" name="Neck_High" sid="Neck_High" type="JOINT">
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</node>
</node>
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<node id="Shin_L" name="Shin_L" sid="Shin_L" type="JOINT">
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<node id="Foot_L" name="Foot_L" sid="Foot_L" type="JOINT">
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</node>
</node>
</node>
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<node id="Shin_R" name="Shin_R" sid="Shin_R" type="JOINT">
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</node>
</node>
</node>
<node id="Rear" name="Rear" sid="Rear" type="JOINT">
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<node id="Tail" name="Tail" sid="Tail" type="JOINT">
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</node>
</node>
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<node id="WingTip_R" name="WingTip_R" sid="WingTip_R" type="JOINT">
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<node id="WingTip_L" name="WingTip_L" sid="WingTip_L" type="JOINT">
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</node>
</node>
</node>
</node>
</node>
<node id="chicken" type="NODE">
<translate sid="location">0 0 0</translate>
<rotate sid="rotationZ">0 0 1 0</rotate>
<rotate sid="rotationY">0 1 0 0</rotate>
<rotate sid="rotationX">1 0 0 0</rotate>
<scale sid="scale">1 1 1</scale>
<instance_controller url="#Armature_chicken-skin">
<skeleton>#BlenderChicken</skeleton>
<bind_material>
<technique_common>
<instance_material symbol="Material_TF_11" target="#Material_TF_1-material">
<bind_vertex_input semantic="chicken-Geometry-UV" input_semantic="TEXCOORD" input_set="0"/>
</instance_material>
</technique_common>
</bind_material>
</instance_controller>
</node>
</visual_scene>
</library_visual_scenes>
<scene>
<instance_visual_scene url="#Scene"/>
</scene>
</COLLADA>