animations!

This commit is contained in:
viktorljung
2015-10-20 11:02:03 +02:00
parent f5957fc91a
commit a85a703991
2 changed files with 819 additions and 170 deletions
+170 -170
View File
@@ -5,8 +5,8 @@
<author>Blender User</author> <author>Blender User</author>
<authoring_tool>Blender 2.75.0 commit date:2015-07-07, commit time:14:56, hash:c27589e</authoring_tool> <authoring_tool>Blender 2.75.0 commit date:2015-07-07, commit time:14:56, hash:c27589e</authoring_tool>
</contributor> </contributor>
<created>2015-10-19T16:46:23</created> <created>2015-10-19T17:05:13</created>
<modified>2015-10-19T16:46:23</modified> <modified>2015-10-19T17:05:13</modified>
<unit name="meter" meter="1"/> <unit name="meter" meter="1"/>
<up_axis>Z_UP</up_axis> <up_axis>Z_UP</up_axis>
</asset> </asset>
@@ -117,25 +117,25 @@
<library_animations> <library_animations>
<animation id="Armature_003_Body_pose_matrix"> <animation id="Armature_003_Body_pose_matrix">
<source id="Armature_003_Body_pose_matrix-input"> <source id="Armature_003_Body_pose_matrix-input">
<float_array id="Armature_003_Body_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Body_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Body_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Body_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Body_pose_matrix-output"> <source id="Armature_003_Body_pose_matrix-output">
<float_array id="Armature_003_Body_pose_matrix-output-array" count="48">7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1 7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1 7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1</float_array> <float_array id="Armature_003_Body_pose_matrix-output-array" count="80">7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1 7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1 7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1 7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1 7.54979e-8 0 -1 0 1 0 7.54979e-8 0 0 -1 0 -0.831985 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Body_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Body_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Body_pose_matrix-interpolation"> <source id="Armature_003_Body_pose_matrix-interpolation">
<Name_array id="Armature_003_Body_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Body_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Body_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Body_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -149,25 +149,25 @@
</animation> </animation>
<animation id="Armature_003_Head_pose_matrix"> <animation id="Armature_003_Head_pose_matrix">
<source id="Armature_003_Head_pose_matrix-input"> <source id="Armature_003_Head_pose_matrix-input">
<float_array id="Armature_003_Head_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Head_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Head_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Head_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Head_pose_matrix-output"> <source id="Armature_003_Head_pose_matrix-output">
<float_array id="Armature_003_Head_pose_matrix-output-array" count="48">2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1</float_array> <float_array id="Armature_003_Head_pose_matrix-output-array" count="80">2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1 2.8213e-7 0 -1 0 0 -0.9999999 0 -0.305899 -1 0 -2.8213e-7 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Head_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Head_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Head_pose_matrix-interpolation"> <source id="Armature_003_Head_pose_matrix-interpolation">
<Name_array id="Armature_003_Head_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Head_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Head_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Head_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -181,25 +181,25 @@
</animation> </animation>
<animation id="Armature_003_Ear_L_pose_matrix"> <animation id="Armature_003_Ear_L_pose_matrix">
<source id="Armature_003_Ear_L_pose_matrix-input"> <source id="Armature_003_Ear_L_pose_matrix-input">
<float_array id="Armature_003_Ear_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Ear_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Ear_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Ear_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Ear_L_pose_matrix-output"> <source id="Armature_003_Ear_L_pose_matrix-output">
<float_array id="Armature_003_Ear_L_pose_matrix-output-array" count="48">-4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1 -4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1 -4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1</float_array> <float_array id="Armature_003_Ear_L_pose_matrix-output-array" count="80">-4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1 -4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1 -4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1 -4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1 -4.39136e-7 0.5461221 0.8377058 0.1847505 1.58507e-7 -0.8377059 0.5461219 1.127367 1 6.76434e-8 2.61131e-7 -0.002287612 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Ear_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Ear_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Ear_L_pose_matrix-interpolation"> <source id="Armature_003_Ear_L_pose_matrix-interpolation">
<Name_array id="Armature_003_Ear_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Ear_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Ear_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Ear_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -213,25 +213,25 @@
</animation> </animation>
<animation id="Armature_003_Ear_H_pose_matrix"> <animation id="Armature_003_Ear_H_pose_matrix">
<source id="Armature_003_Ear_H_pose_matrix-input"> <source id="Armature_003_Ear_H_pose_matrix-input">
<float_array id="Armature_003_Ear_H_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Ear_H_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Ear_H_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Ear_H_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Ear_H_pose_matrix-output"> <source id="Armature_003_Ear_H_pose_matrix-output">
<float_array id="Armature_003_Ear_H_pose_matrix-output-array" count="48">-6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1 -6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1 -6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1</float_array> <float_array id="Armature_003_Ear_H_pose_matrix-output-array" count="80">-6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1 -6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1 -6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1 -6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1 -6.46627e-7 -0.5461221 -0.8377058 -0.1847505 3.06338e-7 -0.8377059 0.5461219 1.127367 -1 -2.01547e-7 7.00461e-7 -0.0022877 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Ear_H_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Ear_H_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Ear_H_pose_matrix-interpolation"> <source id="Armature_003_Ear_H_pose_matrix-interpolation">
<Name_array id="Armature_003_Ear_H_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Ear_H_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Ear_H_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Ear_H_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -245,25 +245,25 @@
</animation> </animation>
<animation id="Armature_003_UpperBackTentacle_L_pose_matrix"> <animation id="Armature_003_UpperBackTentacle_L_pose_matrix">
<source id="Armature_003_UpperBackTentacle_L_pose_matrix-input"> <source id="Armature_003_UpperBackTentacle_L_pose_matrix-input">
<float_array id="Armature_003_UpperBackTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperBackTentacle_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperBackTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperBackTentacle_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperBackTentacle_L_pose_matrix-output"> <source id="Armature_003_UpperBackTentacle_L_pose_matrix-output">
<float_array id="Armature_003_UpperBackTentacle_L_pose_matrix-output-array" count="48">-0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1 -0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1 -0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1</float_array> <float_array id="Armature_003_UpperBackTentacle_L_pose_matrix-output-array" count="80">-0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1 -0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1 -0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1 -0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1 -0.6271048 0.4184712 0.6569793 0.09214502 -0.06216813 0.8138533 -0.5777352 -0.30983 -0.7764502 -0.4031437 -0.4843556 -0.1036631 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperBackTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperBackTentacle_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperBackTentacle_L_pose_matrix-interpolation"> <source id="Armature_003_UpperBackTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperBackTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperBackTentacle_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperBackTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperBackTentacle_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -277,25 +277,25 @@
</animation> </animation>
<animation id="Armature_003_LowerBackTentacle_L_pose_matrix"> <animation id="Armature_003_LowerBackTentacle_L_pose_matrix">
<source id="Armature_003_LowerBackTentacle_L_pose_matrix-input"> <source id="Armature_003_LowerBackTentacle_L_pose_matrix-input">
<float_array id="Armature_003_LowerBackTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerBackTentacle_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerBackTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerBackTentacle_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerBackTentacle_L_pose_matrix-output"> <source id="Armature_003_LowerBackTentacle_L_pose_matrix-output">
<float_array id="Armature_003_LowerBackTentacle_L_pose_matrix-output-array" count="48">0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1 0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1 0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1</float_array> <float_array id="Armature_003_LowerBackTentacle_L_pose_matrix-output-array" count="80">0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1 0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1 0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1 0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1 0.9961947 0.05328933 -0.06896657 -1.11759e-8 -5.21541e-8 0.7913015 0.6114262 0.2669196 0.08715577 -0.6090995 0.7882903 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerBackTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerBackTentacle_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerBackTentacle_L_pose_matrix-interpolation"> <source id="Armature_003_LowerBackTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerBackTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerBackTentacle_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerBackTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerBackTentacle_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -309,25 +309,25 @@
</animation> </animation>
<animation id="Armature_003_UpperMidTentacle_L_pose_matrix"> <animation id="Armature_003_UpperMidTentacle_L_pose_matrix">
<source id="Armature_003_UpperMidTentacle_L_pose_matrix-input"> <source id="Armature_003_UpperMidTentacle_L_pose_matrix-input">
<float_array id="Armature_003_UpperMidTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperMidTentacle_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperMidTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperMidTentacle_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperMidTentacle_L_pose_matrix-output"> <source id="Armature_003_UpperMidTentacle_L_pose_matrix-output">
<float_array id="Armature_003_UpperMidTentacle_L_pose_matrix-output-array" count="48">-1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1 -1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1 -1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1</float_array> <float_array id="Armature_003_UpperMidTentacle_L_pose_matrix-output-array" count="80">-1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1 -1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1 -1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1 -1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1 -1 1.14574e-7 -6.09599e-7 0.00170817 4.98122e-7 0.7339727 -0.679179 -0.3032414 3.69613e-7 -0.6791791 -0.7339727 -0.1332617 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperMidTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperMidTentacle_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperMidTentacle_L_pose_matrix-interpolation"> <source id="Armature_003_UpperMidTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperMidTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperMidTentacle_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperMidTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperMidTentacle_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -341,25 +341,25 @@
</animation> </animation>
<animation id="Armature_003_LowerMidTentacle_L_pose_matrix"> <animation id="Armature_003_LowerMidTentacle_L_pose_matrix">
<source id="Armature_003_LowerMidTentacle_L_pose_matrix-input"> <source id="Armature_003_LowerMidTentacle_L_pose_matrix-input">
<float_array id="Armature_003_LowerMidTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerMidTentacle_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerMidTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerMidTentacle_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerMidTentacle_L_pose_matrix-output"> <source id="Armature_003_LowerMidTentacle_L_pose_matrix-output">
<float_array id="Armature_003_LowerMidTentacle_L_pose_matrix-output-array" count="48">1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1 1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1 1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1</float_array> <float_array id="Armature_003_LowerMidTentacle_L_pose_matrix-output-array" count="80">1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1 1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1 1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1 1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1 1 4.22972e-7 2.91339e-7 -1.16415e-10 -5.03542e-7 0.6957159 0.7183172 0.3066351 1.01139e-7 -0.7183172 0.6957157 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerMidTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerMidTentacle_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerMidTentacle_L_pose_matrix-interpolation"> <source id="Armature_003_LowerMidTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerMidTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerMidTentacle_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerMidTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerMidTentacle_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -373,25 +373,25 @@
</animation> </animation>
<animation id="Armature_003_UpperFrontTentacle_L_pose_matrix"> <animation id="Armature_003_UpperFrontTentacle_L_pose_matrix">
<source id="Armature_003_UpperFrontTentacle_L_pose_matrix-input"> <source id="Armature_003_UpperFrontTentacle_L_pose_matrix-input">
<float_array id="Armature_003_UpperFrontTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperFrontTentacle_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperFrontTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperFrontTentacle_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperFrontTentacle_L_pose_matrix-output"> <source id="Armature_003_UpperFrontTentacle_L_pose_matrix-output">
<float_array id="Armature_003_UpperFrontTentacle_L_pose_matrix-output-array" count="48">-0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1 -0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1 -0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1</float_array> <float_array id="Armature_003_UpperFrontTentacle_L_pose_matrix-output-array" count="80">-0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1 -0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1 -0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1 -0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1 -0.5622556 -0.2173457 -0.7978907 -0.092145 0.1550205 0.9200383 -0.3598585 -0.30983 0.8123037 -0.3260218 -0.4836036 -0.1036631 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperFrontTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperFrontTentacle_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperFrontTentacle_L_pose_matrix-interpolation"> <source id="Armature_003_UpperFrontTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperFrontTentacle_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -405,25 +405,25 @@
</animation> </animation>
<animation id="Armature_003_LowerFrontTentacle_L_pose_matrix"> <animation id="Armature_003_LowerFrontTentacle_L_pose_matrix">
<source id="Armature_003_LowerFrontTentacle_L_pose_matrix-input"> <source id="Armature_003_LowerFrontTentacle_L_pose_matrix-input">
<float_array id="Armature_003_LowerFrontTentacle_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerFrontTentacle_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerFrontTentacle_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerFrontTentacle_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerFrontTentacle_L_pose_matrix-output"> <source id="Armature_003_LowerFrontTentacle_L_pose_matrix-output">
<float_array id="Armature_003_LowerFrontTentacle_L_pose_matrix-output-array" count="48">1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1</float_array> <float_array id="Armature_003_LowerFrontTentacle_L_pose_matrix-output-array" count="80">1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1 1 -1.49012e-7 8.00937e-8 -7.45058e-9 1.04308e-7 0.864507 0.5026208 0.2669195 -7.45058e-8 -0.5026209 0.864507 -2.98023e-8 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerFrontTentacle_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerFrontTentacle_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerFrontTentacle_L_pose_matrix-interpolation"> <source id="Armature_003_LowerFrontTentacle_L_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerFrontTentacle_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -437,25 +437,25 @@
</animation> </animation>
<animation id="Armature_003_UpperBackTentacle_R_pose_matrix"> <animation id="Armature_003_UpperBackTentacle_R_pose_matrix">
<source id="Armature_003_UpperBackTentacle_R_pose_matrix-input"> <source id="Armature_003_UpperBackTentacle_R_pose_matrix-input">
<float_array id="Armature_003_UpperBackTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperBackTentacle_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperBackTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperBackTentacle_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperBackTentacle_R_pose_matrix-output"> <source id="Armature_003_UpperBackTentacle_R_pose_matrix-output">
<float_array id="Armature_003_UpperBackTentacle_R_pose_matrix-output-array" count="48">0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1</float_array> <float_array id="Armature_003_UpperBackTentacle_R_pose_matrix-output-array" count="80">0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1 0.5962578 0.4082211 0.691254 0.092145 0.1080331 0.8124272 -0.5729667 -0.30983 -0.7954907 0.4163141 0.4403147 0.1036631 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperBackTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperBackTentacle_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperBackTentacle_R_pose_matrix-interpolation"> <source id="Armature_003_UpperBackTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperBackTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperBackTentacle_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperBackTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperBackTentacle_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -469,25 +469,25 @@
</animation> </animation>
<animation id="Armature_003_LowerBackTentacle_R_pose_matrix"> <animation id="Armature_003_LowerBackTentacle_R_pose_matrix">
<source id="Armature_003_LowerBackTentacle_R_pose_matrix-input"> <source id="Armature_003_LowerBackTentacle_R_pose_matrix-input">
<float_array id="Armature_003_LowerBackTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerBackTentacle_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerBackTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerBackTentacle_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerBackTentacle_R_pose_matrix-output"> <source id="Armature_003_LowerBackTentacle_R_pose_matrix-output">
<float_array id="Armature_003_LowerBackTentacle_R_pose_matrix-output-array" count="48">1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1 1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1 1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1</float_array> <float_array id="Armature_003_LowerBackTentacle_R_pose_matrix-output-array" count="80">1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1 1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1 1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1 1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1 1 2.16067e-7 -2.78e-7 -2.23517e-8 -4.47035e-8 0.7913015 0.6114262 0.2669196 2.79397e-7 -0.6114263 0.7913015 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerBackTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerBackTentacle_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerBackTentacle_R_pose_matrix-interpolation"> <source id="Armature_003_LowerBackTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerBackTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerBackTentacle_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerBackTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerBackTentacle_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -501,25 +501,25 @@
</animation> </animation>
<animation id="Armature_003_UpperMidTentacle_R_pose_matrix"> <animation id="Armature_003_UpperMidTentacle_R_pose_matrix">
<source id="Armature_003_UpperMidTentacle_R_pose_matrix-input"> <source id="Armature_003_UpperMidTentacle_R_pose_matrix-input">
<float_array id="Armature_003_UpperMidTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperMidTentacle_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperMidTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperMidTentacle_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperMidTentacle_R_pose_matrix-output"> <source id="Armature_003_UpperMidTentacle_R_pose_matrix-output">
<float_array id="Armature_003_UpperMidTentacle_R_pose_matrix-output-array" count="48">1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1 1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1 1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1</float_array> <float_array id="Armature_003_UpperMidTentacle_R_pose_matrix-output-array" count="80">1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1 1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1 1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1 1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1 1 -6.12695e-7 2.8089e-7 0.00170815 6.40476e-7 0.7339727 -0.6791791 -0.3032414 2.09964e-7 0.6791791 0.7339727 0.1332617 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperMidTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperMidTentacle_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperMidTentacle_R_pose_matrix-interpolation"> <source id="Armature_003_UpperMidTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperMidTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperMidTentacle_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperMidTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperMidTentacle_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -533,25 +533,25 @@
</animation> </animation>
<animation id="Armature_003_LowerMidTentacle_R_pose_matrix"> <animation id="Armature_003_LowerMidTentacle_R_pose_matrix">
<source id="Armature_003_LowerMidTentacle_R_pose_matrix-input"> <source id="Armature_003_LowerMidTentacle_R_pose_matrix-input">
<float_array id="Armature_003_LowerMidTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerMidTentacle_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerMidTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerMidTentacle_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerMidTentacle_R_pose_matrix-output"> <source id="Armature_003_LowerMidTentacle_R_pose_matrix-output">
<float_array id="Armature_003_LowerMidTentacle_R_pose_matrix-output-array" count="48">1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1</float_array> <float_array id="Armature_003_LowerMidTentacle_R_pose_matrix-output-array" count="80">1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1 1 -6.24792e-7 4.4462e-7 0 1.153e-7 0.6957158 0.7183171 0.3066351 -7.58128e-7 -0.7183171 0.6957158 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerMidTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerMidTentacle_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerMidTentacle_R_pose_matrix-interpolation"> <source id="Armature_003_LowerMidTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerMidTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerMidTentacle_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerMidTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerMidTentacle_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -565,25 +565,25 @@
</animation> </animation>
<animation id="Armature_003_UpperFrontTentacle_R_pose_matrix"> <animation id="Armature_003_UpperFrontTentacle_R_pose_matrix">
<source id="Armature_003_UpperFrontTentacle_R_pose_matrix-input"> <source id="Armature_003_UpperFrontTentacle_R_pose_matrix-input">
<float_array id="Armature_003_UpperFrontTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperFrontTentacle_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperFrontTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperFrontTentacle_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperFrontTentacle_R_pose_matrix-output"> <source id="Armature_003_UpperFrontTentacle_R_pose_matrix-output">
<float_array id="Armature_003_UpperFrontTentacle_R_pose_matrix-output-array" count="48">0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1</float_array> <float_array id="Armature_003_UpperFrontTentacle_R_pose_matrix-output-array" count="80">0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1 0.5124992 -0.1950254 -0.8362474 -0.09214502 -0.2182846 0.9122856 -0.3465357 -0.30983 0.8304797 0.3601393 0.4249745 0.1036631 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperFrontTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperFrontTentacle_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperFrontTentacle_R_pose_matrix-interpolation"> <source id="Armature_003_UpperFrontTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperFrontTentacle_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -597,25 +597,25 @@
</animation> </animation>
<animation id="Armature_003_LowerFrontTentacle_R_pose_matrix"> <animation id="Armature_003_LowerFrontTentacle_R_pose_matrix">
<source id="Armature_003_LowerFrontTentacle_R_pose_matrix-input"> <source id="Armature_003_LowerFrontTentacle_R_pose_matrix-input">
<float_array id="Armature_003_LowerFrontTentacle_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerFrontTentacle_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerFrontTentacle_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerFrontTentacle_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerFrontTentacle_R_pose_matrix-output"> <source id="Armature_003_LowerFrontTentacle_R_pose_matrix-output">
<float_array id="Armature_003_LowerFrontTentacle_R_pose_matrix-output-array" count="48">1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1 1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1 1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1</float_array> <float_array id="Armature_003_LowerFrontTentacle_R_pose_matrix-output-array" count="80">1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1 1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1 1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1 1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1 1 0 8.19564e-8 -7.45058e-9 -1.04308e-7 0.864507 0.5026208 0.2669194 0 -0.5026209 0.864507 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerFrontTentacle_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerFrontTentacle_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerFrontTentacle_R_pose_matrix-interpolation"> <source id="Armature_003_LowerFrontTentacle_R_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerFrontTentacle_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -629,25 +629,25 @@
</animation> </animation>
<animation id="Armature_003_Arm1_L_pose_matrix"> <animation id="Armature_003_Arm1_L_pose_matrix">
<source id="Armature_003_Arm1_L_pose_matrix-input"> <source id="Armature_003_Arm1_L_pose_matrix-input">
<float_array id="Armature_003_Arm1_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm1_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm1_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm1_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm1_L_pose_matrix-output"> <source id="Armature_003_Arm1_L_pose_matrix-output">
<float_array id="Armature_003_Arm1_L_pose_matrix-output-array" count="48">-4.37114e-8 0 -1 3.93099e-4 -6.29212e-8 0.9999999 7.10543e-15 -0.2065513 1 6.29212e-8 -4.37114e-8 -0.170607 0 0 0 1 -4.37114e-8 0 -1 3.93099e-4 -6.29212e-8 0.9999999 7.10543e-15 -0.2065513 1 6.29212e-8 -4.37114e-8 -0.170607 0 0 0 1 -4.37114e-8 0 -1 3.93099e-4 -6.29212e-8 0.9999999 7.10543e-15 -0.2065513 1 6.29212e-8 -4.37114e-8 -0.170607 0 0 0 1</float_array> <float_array id="Armature_003_Arm1_L_pose_matrix-output-array" count="80">-4.93163e-8 0.08715574 -0.9961947 3.93099e-4 -6.54522e-8 0.9961947 0.08715573 -0.2065513 1 6.95013e-8 -4.34241e-8 -0.170607 0 0 0 1 1 6.29212e-8 9.06475e-8 -0.1702139 -6.29212e-8 0.9999999 7.10543e-15 -0.2065513 -9.06475e-8 -1.85659e-14 1 -2.7752e-8 0 0 0 1 4.37114e-8 -1.60468e-15 1 3.93054e-4 -6.29212e-8 0.9999999 0 -0.2065513 -1 -6.29212e-8 4.37114e-8 0.170607 0 0 0 1 -1 -6.29212e-8 1.7807e-7 0.171 -6.29212e-8 0.9999999 0 -0.2065513 -1.7807e-7 -1.69612e-14 -1 5.76136e-8 0 0 0 1 -4.37114e-8 1.47158e-15 -1 3.93159e-4 -6.29212e-8 0.9999999 8.57701e-15 -0.2065513 1 6.29212e-8 -4.37114e-8 -0.170607 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm1_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm1_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm1_L_pose_matrix-interpolation"> <source id="Armature_003_Arm1_L_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm1_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm1_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm1_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm1_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -661,25 +661,25 @@
</animation> </animation>
<animation id="Armature_003_Arm2_L_pose_matrix"> <animation id="Armature_003_Arm2_L_pose_matrix">
<source id="Armature_003_Arm2_L_pose_matrix-input"> <source id="Armature_003_Arm2_L_pose_matrix-input">
<float_array id="Armature_003_Arm2_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm2_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm2_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm2_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm2_L_pose_matrix-output"> <source id="Armature_003_Arm2_L_pose_matrix-output">
<float_array id="Armature_003_Arm2_L_pose_matrix-output-array" count="48">0.9961947 0.08715568 1.08063e-7 0 -0.08715568 0.9961948 1.3549e-8 0.2368226 -1.06471e-7 -2.29158e-8 1 0 0 0 0 1 0.9961947 0.08715568 1.08063e-7 0 -0.08715568 0.9961948 1.3549e-8 0.2368226 -1.06471e-7 -2.29158e-8 1 0 0 0 0 1 0.9961947 0.08715568 1.08063e-7 0 -0.08715568 0.9961948 1.3549e-8 0.2368226 -1.06471e-7 -2.29158e-8 1 0 0 0 0 1</float_array> <float_array id="Armature_003_Arm2_L_pose_matrix-output-array" count="80">1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961948 0.08715574 0.2368226 -1.18635e-7 -0.08715574 0.9961947 0 0 0 0 1 1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961948 0.08715574 0.2368226 -1.18635e-7 -0.08715574 0.9961947 0 0 0 0 1 1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961948 0.08715574 0.2368226 -1.18635e-7 -0.08715574 0.9961947 0 0 0 0 1 1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961948 0.08715574 0.2368226 -1.18635e-7 -0.08715574 0.9961947 0 0 0 0 1 1 -5.99114e-8 1.13846e-7 0 4.97611e-8 0.9961948 0.08715574 0.2368226 -1.18635e-7 -0.08715574 0.9961947 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm2_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm2_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm2_L_pose_matrix-interpolation"> <source id="Armature_003_Arm2_L_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm2_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm2_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm2_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm2_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -693,25 +693,25 @@
</animation> </animation>
<animation id="Armature_003_Arm3_L_pose_matrix"> <animation id="Armature_003_Arm3_L_pose_matrix">
<source id="Armature_003_Arm3_L_pose_matrix-input"> <source id="Armature_003_Arm3_L_pose_matrix-input">
<float_array id="Armature_003_Arm3_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm3_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm3_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm3_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm3_L_pose_matrix-output"> <source id="Armature_003_Arm3_L_pose_matrix-output">
<float_array id="Armature_003_Arm3_L_pose_matrix-output-array" count="48">0.9395525 0.3423207 -0.007596099 0 -0.3404181 0.9362569 0.08682412 0.2368225 0.0368336 -0.07898997 0.9961947 0 0 0 0 1 0.9396926 -0.3420203 1.14144e-7 0 0.3420202 0.9396925 -2.17821e-8 0.2368225 -9.98104e-8 5.95081e-8 1 0 0 0 0 1 0.9395525 0.3423207 -0.007596099 0 -0.3404181 0.9362569 0.08682412 0.2368225 0.0368336 -0.07898997 0.9961947 0 0 0 0 1</float_array> <float_array id="Armature_003_Arm3_L_pose_matrix-output-array" count="80">1 -4.9761e-8 6.34957e-8 0 4.40376e-8 0.9961947 0.08715574 0.2368225 -6.75911e-8 -0.08715574 0.9961947 -7.45058e-9 0 0 0 1 1 -4.9761e-8 6.34957e-8 0 4.40376e-8 0.9961947 0.08715574 0.2368225 -6.75911e-8 -0.08715574 0.9961947 -7.45058e-9 0 0 0 1 1 -4.9761e-8 6.34957e-8 0 4.40376e-8 0.9961947 0.08715574 0.2368225 -6.75911e-8 -0.08715574 0.9961947 -7.45058e-9 0 0 0 1 1 -4.9761e-8 6.34957e-8 0 4.40376e-8 0.9961947 0.08715574 0.2368225 -6.75911e-8 -0.08715574 0.9961947 -7.45058e-9 0 0 0 1 1 -4.9761e-8 6.34957e-8 0 4.40376e-8 0.9961947 0.08715574 0.2368225 -6.75911e-8 -0.08715574 0.9961947 -7.45058e-9 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm3_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm3_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm3_L_pose_matrix-interpolation"> <source id="Armature_003_Arm3_L_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm3_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm3_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm3_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm3_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -725,25 +725,25 @@
</animation> </animation>
<animation id="Armature_003_Arm4_L_pose_matrix"> <animation id="Armature_003_Arm4_L_pose_matrix">
<source id="Armature_003_Arm4_L_pose_matrix-input"> <source id="Armature_003_Arm4_L_pose_matrix-input">
<float_array id="Armature_003_Arm4_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm4_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm4_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm4_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm4_L_pose_matrix-output"> <source id="Armature_003_Arm4_L_pose_matrix-output">
<float_array id="Armature_003_Arm4_L_pose_matrix-output-array" count="48">0.9396927 -0.3420202 -1.11759e-8 0 0.3420202 0.9396926 -3.72529e-8 0.2368227 1.81608e-8 3.72529e-8 1 0 0 0 0 1 0.9396927 0.3420202 -1.00583e-7 0 -0.3420201 0.9396926 5.96046e-8 0.2368227 1.08033e-7 -2.6077e-8 1 0 0 0 0 1 0.9396927 -0.3420202 -1.11759e-8 0 0.3420202 0.9396926 -3.72529e-8 0.2368227 1.81608e-8 3.72529e-8 1 0 0 0 0 1</float_array> <float_array id="Armature_003_Arm4_L_pose_matrix-output-array" count="80">1 1.19729e-7 -4.7253e-8 0 -8.91413e-8 0.9848077 0.1736482 0.2368228 6.52151e-8 -0.1736482 0.9848077 0 0 0 0 1 1 1.19729e-7 -4.7253e-8 0 -8.91413e-8 0.9848077 0.1736482 0.2368228 6.52151e-8 -0.1736482 0.9848077 0 0 0 0 1 1 1.19729e-7 -4.7253e-8 0 -8.91413e-8 0.9848077 0.1736482 0.2368228 6.52151e-8 -0.1736482 0.9848077 0 0 0 0 1 1 1.19729e-7 -4.7253e-8 0 -8.91413e-8 0.9848077 0.1736482 0.2368228 6.52151e-8 -0.1736482 0.9848077 0 0 0 0 1 1 1.19729e-7 -4.7253e-8 0 -8.91413e-8 0.9848077 0.1736482 0.2368228 6.52151e-8 -0.1736482 0.9848077 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm4_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm4_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm4_L_pose_matrix-interpolation"> <source id="Armature_003_Arm4_L_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm4_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm4_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm4_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm4_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -757,25 +757,25 @@
</animation> </animation>
<animation id="Armature_003_UpperHand_L_pose_matrix"> <animation id="Armature_003_UpperHand_L_pose_matrix">
<source id="Armature_003_UpperHand_L_pose_matrix-input"> <source id="Armature_003_UpperHand_L_pose_matrix-input">
<float_array id="Armature_003_UpperHand_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperHand_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperHand_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperHand_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperHand_L_pose_matrix-output"> <source id="Armature_003_UpperHand_L_pose_matrix-output">
<float_array id="Armature_003_UpperHand_L_pose_matrix-output-array" count="48">0.9396925 -0.3420202 -1.9744e-7 0 0.3420202 0.9396926 2.98023e-8 0.2368227 1.75089e-7 -1.04308e-7 1 0 0 0 0 1 0.9396926 0.3420202 -2.89176e-7 0 -0.3420202 0.9396926 -2.98023e-8 0.2368227 2.68221e-7 1.19209e-7 1 0 0 0 0 1 0.9396925 -0.3420202 -1.9744e-7 0 0.3420202 0.9396926 2.98023e-8 0.2368227 1.75089e-7 -1.04308e-7 1 0 0 0 0 1</float_array> <float_array id="Armature_003_UpperHand_L_pose_matrix-output-array" count="80">1 4.05447e-8 -2.2847e-7 0 2.99003e-8 0.9396927 0.3420201 0.2368227 2.33146e-7 -0.3420201 0.9396926 2.98023e-8 0 0 0 1 1 4.05447e-8 -2.2847e-7 0 2.99003e-8 0.9396927 0.3420201 0.2368227 2.33146e-7 -0.3420201 0.9396926 2.98023e-8 0 0 0 1 1 4.05447e-8 -2.2847e-7 0 2.99003e-8 0.9396927 0.3420201 0.2368227 2.33146e-7 -0.3420201 0.9396926 2.98023e-8 0 0 0 1 1 4.05447e-8 -2.2847e-7 0 2.99003e-8 0.9396927 0.3420201 0.2368227 2.33146e-7 -0.3420201 0.9396926 2.98023e-8 0 0 0 1 1 4.05447e-8 -2.2847e-7 0 2.99003e-8 0.9396927 0.3420201 0.2368227 2.33146e-7 -0.3420201 0.9396926 2.98023e-8 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperHand_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperHand_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperHand_L_pose_matrix-interpolation"> <source id="Armature_003_UpperHand_L_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperHand_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperHand_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperHand_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperHand_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -789,25 +789,25 @@
</animation> </animation>
<animation id="Armature_003_LowerHand_L_pose_matrix"> <animation id="Armature_003_LowerHand_L_pose_matrix">
<source id="Armature_003_LowerHand_L_pose_matrix-input"> <source id="Armature_003_LowerHand_L_pose_matrix-input">
<float_array id="Armature_003_LowerHand_L_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerHand_L_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerHand_L_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerHand_L_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerHand_L_pose_matrix-output"> <source id="Armature_003_LowerHand_L_pose_matrix-output">
<float_array id="Armature_003_LowerHand_L_pose_matrix-output-array" count="48">0.8660254 -0.5000002 5.58794e-8 0 0.5 0.8660253 6.70552e-8 0.1475568 -8.9407e-8 -3.72529e-8 1 -7.45058e-9 0 0 0 1 0.8191521 0.5735765 -9.31323e-8 0 -0.5735765 0.819152 -2.23517e-8 0.1475568 7.07805e-8 7.45058e-8 1 -7.45058e-9 0 0 0 1 0.8660254 -0.5000002 5.58794e-8 0 0.5 0.8660253 6.70552e-8 0.1475568 -8.9407e-8 -3.72529e-8 1 -7.45058e-9 0 0 0 1</float_array> <float_array id="Armature_003_LowerHand_L_pose_matrix-output-array" count="80">1 -1.78433e-8 -4.3682e-9 0 1.51808e-8 0.9848078 0.1736481 0.1475569 -1.32815e-9 -0.1736481 0.9848077 5.96046e-8 0 0 0 1 1 -1.78433e-8 -4.3682e-9 0 1.51808e-8 0.9848078 0.1736481 0.1475569 -1.32815e-9 -0.1736481 0.9848077 5.96046e-8 0 0 0 1 1 -1.78433e-8 -4.3682e-9 0 1.51808e-8 0.9848078 0.1736481 0.1475569 -1.32815e-9 -0.1736481 0.9848077 5.96046e-8 0 0 0 1 1 -1.78433e-8 -4.3682e-9 0 1.51808e-8 0.9848078 0.1736481 0.1475569 -1.32815e-9 -0.1736481 0.9848077 5.96046e-8 0 0 0 1 1 -1.78433e-8 -4.3682e-9 0 1.51808e-8 0.9848078 0.1736481 0.1475569 -1.32815e-9 -0.1736481 0.9848077 5.96046e-8 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerHand_L_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerHand_L_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerHand_L_pose_matrix-interpolation"> <source id="Armature_003_LowerHand_L_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerHand_L_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerHand_L_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerHand_L_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerHand_L_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -821,25 +821,25 @@
</animation> </animation>
<animation id="Armature_003_Arm1_R_pose_matrix"> <animation id="Armature_003_Arm1_R_pose_matrix">
<source id="Armature_003_Arm1_R_pose_matrix-input"> <source id="Armature_003_Arm1_R_pose_matrix-input">
<float_array id="Armature_003_Arm1_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm1_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm1_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm1_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm1_R_pose_matrix-output"> <source id="Armature_003_Arm1_R_pose_matrix-output">
<float_array id="Armature_003_Arm1_R_pose_matrix-output-array" count="48">-2.8213e-7 0 -1 3.93073e-4 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1 -2.8213e-7 0 -1 3.93073e-4 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1 -2.8213e-7 0 -1 3.93073e-4 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1</float_array> <float_array id="Armature_003_Arm1_R_pose_matrix-output-array" count="80">-2.86828e-7 -0.08715574 -0.9961947 3.93073e-4 4.46726e-8 0.9961947 -0.08715573 -0.2065513 1 -6.95013e-8 -2.81843e-7 0.170607 0 0 0 1 1 -6.29212e-8 -1.47771e-7 0.171 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 1.47771e-7 1.77752e-14 1 2.78113e-8 0 0 0 1 2.8213e-7 0 1 3.9314e-4 6.29212e-8 0.9999999 -1.42108e-14 -0.2065513 -1 6.29212e-8 2.8213e-7 -0.170607 0 0 0 1 -1 6.29212e-8 4.16489e-7 -0.1702139 6.29212e-8 0.9999999 -2.13163e-14 -0.2065513 -4.16489e-7 1.06465e-14 -1 -5.75543e-8 0 0 0 1 -2.8213e-7 -2.33361e-15 -1 3.93014e-4 6.29212e-8 0.9999999 -2.36499e-14 -0.2065513 1 -6.29212e-8 -2.8213e-7 0.170607 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm1_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm1_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm1_R_pose_matrix-interpolation"> <source id="Armature_003_Arm1_R_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm1_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm1_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm1_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm1_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -853,25 +853,25 @@
</animation> </animation>
<animation id="Armature_003_Arm2_R_pose_matrix"> <animation id="Armature_003_Arm2_R_pose_matrix">
<source id="Armature_003_Arm2_R_pose_matrix-input"> <source id="Armature_003_Arm2_R_pose_matrix-input">
<float_array id="Armature_003_Arm2_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm2_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm2_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm2_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm2_R_pose_matrix-output"> <source id="Armature_003_Arm2_R_pose_matrix-output">
<float_array id="Armature_003_Arm2_R_pose_matrix-output-array" count="48">0.9961947 -0.08715568 3.68774e-7 0 0.08715568 0.9961948 1.3549e-8 0.2368226 -3.68552e-7 1.86433e-8 1 0 0 0 0 1 0.9961947 -0.08715568 3.68774e-7 0 0.08715568 0.9961948 1.3549e-8 0.2368226 -3.68552e-7 1.86433e-8 1 0 0 0 0 1 0.9961947 -0.08715568 3.68774e-7 0 0.08715568 0.9961948 1.3549e-8 0.2368226 -3.68552e-7 1.86433e-8 1 0 0 0 0 1</float_array> <float_array id="Armature_003_Arm2_R_pose_matrix-output-array" count="80">1 8.0691e-8 3.51358e-7 0 -4.97611e-8 0.9961948 -0.08715574 0.2368226 -3.57053e-7 0.08715574 0.9961947 0 0 0 0 1 1 8.0691e-8 3.51358e-7 0 -4.97611e-8 0.9961948 -0.08715574 0.2368226 -3.57053e-7 0.08715574 0.9961947 0 0 0 0 1 1 8.0691e-8 3.51358e-7 0 -4.97611e-8 0.9961948 -0.08715574 0.2368226 -3.57053e-7 0.08715574 0.9961947 0 0 0 0 1 1 8.0691e-8 3.51358e-7 0 -4.97611e-8 0.9961948 -0.08715574 0.2368226 -3.57053e-7 0.08715574 0.9961947 0 0 0 0 1 1 8.0691e-8 3.51358e-7 0 -4.97611e-8 0.9961948 -0.08715574 0.2368226 -3.57053e-7 0.08715574 0.9961947 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm2_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm2_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm2_R_pose_matrix-interpolation"> <source id="Armature_003_Arm2_R_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm2_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm2_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm2_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm2_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -885,25 +885,25 @@
</animation> </animation>
<animation id="Armature_003_Arm3_R_pose_matrix"> <animation id="Armature_003_Arm3_R_pose_matrix">
<source id="Armature_003_Arm3_R_pose_matrix-input"> <source id="Armature_003_Arm3_R_pose_matrix-input">
<float_array id="Armature_003_Arm3_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm3_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm3_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm3_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm3_R_pose_matrix-output"> <source id="Armature_003_Arm3_R_pose_matrix-output">
<float_array id="Armature_003_Arm3_R_pose_matrix-output-array" count="48">0.9395525 -0.3423207 -0.007596145 0 0.340418 0.9362569 -0.08682405 0.2368225 0.03683361 0.0789899 0.9961947 0 0 0 0 1 0.9396926 0.3420202 -1.14144e-7 0 -0.3420202 0.9396925 -2.17821e-8 0.2368225 9.98105e-8 5.95081e-8 1 0 0 0 0 1 0.9395525 -0.3423207 -0.007596145 0 0.340418 0.9362569 -0.08682405 0.2368225 0.03683361 0.0789899 0.9961947 0 0 0 0 1</float_array> <float_array id="Armature_003_Arm3_R_pose_matrix-output-array" count="80">1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1 1 4.9761e-8 -6.23466e-8 0 -5.50055e-8 0.9961947 -0.08715574 0.2368225 5.77724e-8 0.08715574 0.9961947 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm3_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm3_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm3_R_pose_matrix-interpolation"> <source id="Armature_003_Arm3_R_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm3_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm3_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm3_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm3_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -917,25 +917,25 @@
</animation> </animation>
<animation id="Armature_003_Arm4_R_pose_matrix"> <animation id="Armature_003_Arm4_R_pose_matrix">
<source id="Armature_003_Arm4_R_pose_matrix-input"> <source id="Armature_003_Arm4_R_pose_matrix-input">
<float_array id="Armature_003_Arm4_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_Arm4_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm4_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_Arm4_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm4_R_pose_matrix-output"> <source id="Armature_003_Arm4_R_pose_matrix-output">
<float_array id="Armature_003_Arm4_R_pose_matrix-output-array" count="48">0.9396926 0.3420202 1.11759e-8 0 -0.3420202 0.9396927 -3.72529e-8 0.2368227 -2.28174e-8 4.47035e-8 1 7.45058e-9 0 0 0 1 0.9396927 -0.3420201 1.00583e-7 0 0.3420201 0.9396927 6.70552e-8 0.2368227 -1.11759e-7 -1.49012e-8 1 7.45058e-9 0 0 0 1 0.9396926 0.3420202 1.11759e-8 0 -0.3420202 0.9396927 -3.72529e-8 0.2368227 -2.28174e-8 4.47035e-8 1 7.45058e-9 0 0 0 1</float_array> <float_array id="Armature_003_Arm4_R_pose_matrix-output-array" count="80">1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1 1 -6.82488e-8 6.90087e-8 0 7.60813e-8 0.9961947 -0.08715574 0.2368228 -6.23466e-8 0.08715574 0.9961947 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm4_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_Arm4_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_Arm4_R_pose_matrix-interpolation"> <source id="Armature_003_Arm4_R_pose_matrix-interpolation">
<Name_array id="Armature_003_Arm4_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_Arm4_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_Arm4_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_Arm4_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -949,25 +949,25 @@
</animation> </animation>
<animation id="Armature_003_UpperHand_R_pose_matrix"> <animation id="Armature_003_UpperHand_R_pose_matrix">
<source id="Armature_003_UpperHand_R_pose_matrix-input"> <source id="Armature_003_UpperHand_R_pose_matrix-input">
<float_array id="Armature_003_UpperHand_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_UpperHand_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperHand_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_UpperHand_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperHand_R_pose_matrix-output"> <source id="Armature_003_UpperHand_R_pose_matrix-output">
<float_array id="Armature_003_UpperHand_R_pose_matrix-output-array" count="48">0.9396926 0.3420202 -2.78931e-7 0 -0.3420201 0.9396926 4.47035e-8 0.2368227 2.70084e-7 7.45058e-8 1 0 0 0 0 1 0.9396926 -0.3420202 -1.87196e-7 0 0.3420202 0.9396926 -1.49012e-8 0.2368227 1.86265e-7 -4.47035e-8 1 0 0 0 0 1 0.9396926 0.3420202 -2.78931e-7 0 -0.3420201 0.9396926 4.47035e-8 0.2368227 2.70084e-7 7.45058e-8 1 0 0 0 0 1</float_array> <float_array id="Armature_003_UpperHand_R_pose_matrix-output-array" count="80">1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1 1 -7.68329e-9 -2.39237e-7 1.49012e-8 -7.6194e-9 0.9961948 -0.0871558 0.2368227 2.38086e-7 0.08715574 0.9961948 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperHand_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_UpperHand_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_UpperHand_R_pose_matrix-interpolation"> <source id="Armature_003_UpperHand_R_pose_matrix-interpolation">
<Name_array id="Armature_003_UpperHand_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_UpperHand_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_UpperHand_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_UpperHand_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
@@ -981,25 +981,25 @@
</animation> </animation>
<animation id="Armature_003_LowerHand_R_pose_matrix"> <animation id="Armature_003_LowerHand_R_pose_matrix">
<source id="Armature_003_LowerHand_R_pose_matrix-input"> <source id="Armature_003_LowerHand_R_pose_matrix-input">
<float_array id="Armature_003_LowerHand_R_pose_matrix-input-array" count="3">0.04166662 0.3333333 0.625</float_array> <float_array id="Armature_003_LowerHand_R_pose_matrix-input-array" count="5">0.04166662 0.25 0.4583333 0.6666667 0.875</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerHand_R_pose_matrix-input-array" count="3" stride="1"> <accessor source="#Armature_003_LowerHand_R_pose_matrix-input-array" count="5" stride="1">
<param name="TIME" type="float"/> <param name="TIME" type="float"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerHand_R_pose_matrix-output"> <source id="Armature_003_LowerHand_R_pose_matrix-output">
<float_array id="Armature_003_LowerHand_R_pose_matrix-output-array" count="48">0.8660253 0.5 -5.58794e-8 -2.98023e-8 -0.5 0.8660254 6.70552e-8 0.147557 7.45058e-8 -1.11759e-8 1 0 0 0 0 1 0.819152 -0.5735765 9.49949e-8 -2.98023e-8 0.5735765 0.819152 -2.98023e-8 0.147557 -5.40167e-8 8.19564e-8 1 0 0 0 0 1 0.8660253 0.5 -5.58794e-8 -2.98023e-8 -0.5 0.8660254 6.70552e-8 0.147557 7.45058e-8 -1.11759e-8 1 0 0 0 0 1</float_array> <float_array id="Armature_003_LowerHand_R_pose_matrix-output-array" count="80">1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1 1 1.51687e-8 -1.54531e-9 0 -1.51808e-8 0.9848077 -0.1736482 0.147557 -1.32815e-9 0.1736482 0.9848077 0 0 0 0 1</float_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerHand_R_pose_matrix-output-array" count="3" stride="16"> <accessor source="#Armature_003_LowerHand_R_pose_matrix-output-array" count="5" stride="16">
<param name="TRANSFORM" type="float4x4"/> <param name="TRANSFORM" type="float4x4"/>
</accessor> </accessor>
</technique_common> </technique_common>
</source> </source>
<source id="Armature_003_LowerHand_R_pose_matrix-interpolation"> <source id="Armature_003_LowerHand_R_pose_matrix-interpolation">
<Name_array id="Armature_003_LowerHand_R_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array> <Name_array id="Armature_003_LowerHand_R_pose_matrix-interpolation-array" count="5">LINEAR LINEAR LINEAR LINEAR LINEAR</Name_array>
<technique_common> <technique_common>
<accessor source="#Armature_003_LowerHand_R_pose_matrix-interpolation-array" count="3" stride="1"> <accessor source="#Armature_003_LowerHand_R_pose_matrix-interpolation-array" count="5" stride="1">
<param name="INTERPOLATION" type="name"/> <param name="INTERPOLATION" type="name"/>
</accessor> </accessor>
</technique_common> </technique_common>
+649
View File
@@ -0,0 +1,649 @@
/*
This file is part of Daydream Engine.
Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
Daydream Engine is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Daydream Engine is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License
along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
*/
#include <string>
#include <sstream>
#include <Sound/CCollisionSound.h>
#include "ResourceManager.h"
#include "OBJ.h"
#include "Model.h"
#include "Texture.h"
#include "EventBroker.h"
#include "RenderQueue.h"
#include "Renderer.h"
#include "InputManager.h"
//TODO: Remove includes that are only here for the temporary draw solution.
#include "World.h"
#include "CTransform.h"
#include "CTemplate.h"
#include "Core/ConfigFile.h"
#include "Core/EventBroker.h"
#include "Rendering/CModel.h"
#include "Rendering/CSprite.h"
#include "Rendering/CPointLight.h"
#include "Transform/TransformSystem.h"
#include "Sound/SoundSystem.h"
#include "Sound/CCollisionSound.h"
#include "Game/LevelSystem.h"
#include "Game/PadSystem.h"
#include "Game/CBall.h"
#include "Game/CPad.h"
#include "Game/CLifebuoy.h"
#include "Game/CProjectile.h"
#include "Game/CBrick.h"
#include "Game/CWall.h"
#include "Game/CKraken.h"
#include "Game/CBackground.h"
#include "Game/CTravels.h"
#include "Game/CStickyAim.h"
#include "Game/BallSystem.h"
#include "Game/HitLagSystem.h"
#include "Game/TravellingSystem.h"
#include "Game/LifebuoySystem.h"
#include "Game/ProjectileSystem.h"
#include "Game/KrakenSystem.h"
#include "Game/Bricks/CPowerUpBrick.h"
#include "Game/BrickComponents.h"
#include "Game/EScreenShake.h"
#include "Physics/PhysicsSystem.h"
#include "Physics/CPhysics.h"
#include "Physics/CRectangleShape.h"
#include "Physics/ESetImpulse.h"
#include "Physics/CWaterVolume.h"
#include "Physics/CParticle.h"
#include "Physics/CParticleEmitter.h"
#include "Rendering/AnimationSystem.h"
#include "Game/EGameStart.h"
#include "Sound/EPlaySound.h"
#include "GUI/Frame.h"
#include "GUI/Button.h"
#include "Game/GUI/MainMenu.h"
#include "Game/GUI/HUD.h"
namespace dd
{
class Engine
{
public:
Engine(int argc, char* argv[]) {
auto config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(config->GetValue<int>("Debug.LogLevel", 1));
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<Renderer>();
m_Renderer->SetFullscreen(config->GetValue<bool>("Video.Fullscreen", false));
m_Renderer->SetResolution(Rectangle(
0,
0,
config->GetValue<int>("Video.Width", 675),
config->GetValue<int>("Video.Height", 1080)
));
m_Renderer->Initialize();
m_FrameStack = new GUI::Frame(m_EventBroker.get());
m_FrameStack->Width = 675;
m_FrameStack->Height = 1080;
if (config->GetValue<bool>("Debug.SkipStory", false)) {
Events::GameStart e;
m_EventBroker->Publish(e);
auto hud = new GUI::HUD(m_FrameStack, "HUD");
}
else {
auto menu = new GUI::MainMenu(m_FrameStack, "MainMenu");
}
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>(
[this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::CollisionSound>();
m_World->SystemFactory.Register<Systems::SoundSystem>(
[this]() { return new Systems::SoundSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::SoundSystem>();
m_World->ComponentFactory.Register<Components::Sprite>();
m_World->ComponentFactory.Register<Components::RectangleShape>();
m_World->ComponentFactory.Register<Components::Physics>();
m_World->ComponentFactory.Register<Components::Ball>();
m_World->ComponentFactory.Register<Components::Brick>();
m_World->ComponentFactory.Register<Components::Pad>();
m_World->ComponentFactory.Register<Components::Wall>();
m_World->ComponentFactory.Register<Components::Background>();
m_World->ComponentFactory.Register<Components::Life>();
m_World->ComponentFactory.Register<Components::Lifebuoy>();
m_World->ComponentFactory.Register<Components::Projectile>();
m_World->ComponentFactory.Register<Components::Kraken>();
m_World->ComponentFactory.Register<Components::StickyAim>();
m_World->ComponentFactory.Register<Components::Travels>();
m_World->ComponentFactory.Register<Components::PowerUp>();
m_World->ComponentFactory.Register<Components::PowerUpBrick>();
m_World->ComponentFactory.Register<Components::StandardBrick>();
m_World->ComponentFactory.Register<Components::MultiBallBrick>();
m_World->ComponentFactory.Register<Components::LifebuoyBrick>();
m_World->ComponentFactory.Register<Components::StickyBrick>();
m_World->ComponentFactory.Register<Components::InkBlasterBrick>();
m_World->ComponentFactory.Register<Components::KrakenAttackBrick>();
m_World->SystemFactory.Register<Systems::LevelSystem>(
[this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LevelSystem>();
m_World->SystemFactory.Register<Systems::PadSystem>(
[this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PadSystem>();
m_World->SystemFactory.Register<Systems::BallSystem>(
[this]() { return new Systems::BallSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::BallSystem>();
m_World->SystemFactory.Register<Systems::HitLagSystem>(
[this]() { return new Systems::HitLagSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::HitLagSystem>();
m_World->SystemFactory.Register<Systems::LifebuoySystem>(
[this]() { return new Systems::LifebuoySystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::LifebuoySystem>();
m_World->SystemFactory.Register<Systems::ProjectileSystem>(
[this]() { return new Systems::ProjectileSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::ProjectileSystem>();
m_World->SystemFactory.Register<Systems::PhysicsSystem>(
[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::PhysicsSystem>();
m_World->SystemFactory.Register<Systems::AnimationSystem>(
[this]() { return new Systems::AnimationSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::AnimationSystem>();
m_World->SystemFactory.Register<Systems::TravellingSystem>(
[this]() { return new Systems::TravellingSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TravellingSystem>();
m_World->SystemFactory.Register<Systems::KrakenSystem>(
[this]() { return new Systems::KrakenSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::KrakenSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->ComponentFactory.Register<Components::PointLight>();
m_World->ComponentFactory.Register<Components::WaterVolume>();
m_World->ComponentFactory.Register<Components::Particle>();
m_World->ComponentFactory.Register<Components::ParticleEmitter>();
m_World->Initialize();
<<<<<<< HEAD
//PointLightTest
{
auto t_Light = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
transform->Position = glm::vec3(-3.f, 6.f, -5.f);
transform->Sticky = true;
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
pl->Radius = 20.f;
pl->Diffuse = glm::vec3(0.8f, 0.7f, 0.05f);
auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light);
}
{
auto t_Light = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_Light);
transform->Position = glm::vec3(3.f, -5.f, -5.f);
transform->Sticky = true;
auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
pl->Radius = 15.f;
pl->Diffuse = glm::vec3(0.1f, 0.5f, 0.8f);
auto model = m_World->AddComponent<Components::Model>(t_Light);
model->ModelFile = "Models/Core/UnitSphere.obj";
m_World->CommitEntity(t_Light);
}
//Halfpipe background test model.
{
auto t_halfPipe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 0.f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
transform->Sticky = false;
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}
{
auto t_halfPipe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_halfPipe);
transform->Position = glm::vec3(0.f, 34.6f, -15.f);
transform->Scale = glm::vec3(6.f, 6.f, 10.f);
transform->Sticky = false;
auto model = m_World->AddComponent<Components::Model>(t_halfPipe);
model->ModelFile = "Models/Test/halfpipe/Halfpipe.obj";
model->Color = glm::vec4(0.8f, 0.8f, 0.8f, 0.3f);
m_World->CommitEntity(t_halfPipe);
}
//Background
{
auto background = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(background);
transform->Position = glm::vec3(0.f, 0.f, -30.f);
transform->Scale = glm::vec3(2681.f / 50.f, 1080.f / 50.f, 1.f);
auto sprite = m_World->AddComponent<Components::Sprite>(background);
sprite->SpriteFile = "Textures/Background.png";
m_World->CommitEntity(background);
}
// auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
//Water test
{
auto t_waterBody = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(t_waterBody);
transform->Position = glm::vec3(0.f, -3.5f, -10.f);
transform->Scale = glm::vec3(7.0f, 1.5f, 1.f);
transform->Sticky = true;
auto water = m_World->AddComponent<Components::WaterVolume>(t_waterBody);
auto body = m_World->AddComponent<Components::RectangleShape>(t_waterBody);
m_World->CommitEntity(t_waterBody);
}
//ParticleTest
/*{
auto Pe = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(Pe);
auto particleEmitter= m_World->AddComponent<Components::ParticleEmitter>(Pe);
auto emitteSprite = m_World->AddComponent<Components::Sprite>(Pe);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
emitteSprite->SpriteFile = "Textures/Test/Brick_Normal.png";
particleEmitter->GravityScale = 0.0f;
particleEmitter->SpawnRate = 1.f;
particleEmitter->NumberOfTicks = 2;
particleEmitter->Speed = 1.f;
particleEmitter->ParticlesPerTick = 5;
particleEmitter->Spread = glm::pi<float>()*2;
particleEmitter->EmittingAngle = glm::pi<float>();
particleEmitter->LifeTime = 50;
{
auto Pt = m_World->CreateEntity(Pe);
auto PtTransform = m_World->AddComponent<Components::Transform>(Pt);
auto PtSprite = m_World->AddComponent<Components::Sprite>(Pt);
auto PtParticle = m_World->AddComponent<Components::Particle>(Pt);
auto PtTemplate = m_World->AddComponent<Components::Template>(Pt);
//PtTransform->Velocity = glm::vec3(1.0f, 0.f, 0.f);
PtTransform->Position = transform->Position;
PtSprite->SpriteFile = "Textures/Background.png";
PtParticle->LifeTime = 3.f;
PtParticle->Flags = static_cast<ParticleFlags::Type>(ParticleFlags::Type::Powder | ParticleFlags::Type::ParticleContactFilter | ParticleFlags::Type::FixtureContactFilter);
}
m_World->CommitEntity(Pe);
}*/
//TODO: Why does the ball not collide with these bricks?
//BottomBox
{
auto BottomWall = m_World->CreateEntity();
auto transform = m_World->AddComponent<Components::Transform>(BottomWall);
transform->Position = glm::vec3(0.f, -6.f, -10.f);
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(BottomWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(BottomWall);
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(BottomWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::LifeBuoy);
transform->Sticky = true;
m_World->CommitEntity(BottomWall);
}
{
auto topWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
transform->Position = glm::vec3(0.f, 6.f, -10.f);
transform->Scale = glm::vec3(20.f, 0.5f, 1.f);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(topWall);
rectangleShape->Dimensions = glm::vec2(20.f, 0.5f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(topWall);
}
{
auto leftWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
leftWall);
transform->Position = glm::vec3(-4.f, 1.f, -10.f);
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(leftWall);
}
{
auto rightWall = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(
rightWall);
transform->Position = glm::vec3(4.f, 1.f, -10.f);
transform->Scale = glm::vec3(0.5f, 20.f, 1.f);
//std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
//sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
std::shared_ptr<Components::RectangleShape> rectangleShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
rectangleShape->Dimensions = glm::vec2(0.5f, 20.f);
std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
physics->CollisionType = CollisionType::Type::Static;
physics->Category = CollisionLayer::Wall;
physics->Mask = static_cast<CollisionLayer::Type>(CollisionLayer::Ball | CollisionLayer::Brick);
transform->Sticky = true;
m_World->CommitEntity(rightWall);
}
=======
//auto particleEmitter= m_World->AddComponent<Components::Emitter>(Pe);
>>>>>>> origin/master
//EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &Engine::OnGameStart);
m_EGameStart = decltype(m_EGameStart)(std::bind(&Engine::OnGameStart, this, std::placeholders::_1));
m_EventBroker->Subscribe(m_EGameStart);
m_LastTime = glfwGetTime();
}
bool Running() const { return !glfwWindowShouldClose(m_Renderer->Window()); }
void Tick()
{
double currentTime = glfwGetTime();
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Update input
m_InputManager->Update(dt);
// Swap event queues to get fresh input data in the read queue
//m_EventBroker->Swap();
//ResourceManager::Update();
if (m_GameIsRunning) {
m_World->Update(dt);
} else {
m_EventBroker->Process<Systems::SoundSystem>();
}
m_EventBroker->Process<GUI::Frame>();
m_FrameStack->UpdateLayered(dt);
m_RendererQueue.Clear();
m_FrameStack->DrawLayered(m_RendererQueue);
//TODO Fill up the renderQueue with models (Temp fix)
if (m_GameIsRunning) {
TEMPAddToRenderQueue();
}
std::unique_ptr<dd::Camera> defaultCamera = nullptr;
// Render scene
//TODO send renderqueue to draw.
m_Renderer->Draw(m_RendererQueue);
m_EventBroker->Process<Engine>();
// Swap event queues
m_EventBroker->Swap();
glfwPollEvents();
}
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
//TODO: Get this out of engine.h
void TEMPAddToRenderQueue()
{
if (!m_TransformSystem)
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
for (auto &pair : *m_World->GetEntities())
{
EntityID entity = pair.first;
auto templateComponent = m_World->GetComponent<Components::Template>(entity);
if (templateComponent)
continue;
auto transform = m_World->GetComponent<Components::Transform>(entity);
if (!transform)
continue;
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
if (modelComponent)
{
Model* modelAsset = nullptr;
modelAsset = ResourceManager::Load<Model>(modelComponent->ModelFile);
if (modelAsset)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
* glm::toMat4(absoluteTransform.Orientation)
* glm::scale(absoluteTransform.Scale);
Components::Animation* animationComponent = m_World->GetComponent<Components::Animation>(entity);
EnqueueModel(modelAsset, modelMatrix, modelComponent, animationComponent);
}
}
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
if (pointLightComponent)
{
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
EnqueuePointLight(absoluteTransform.Position,
pointLightComponent->Diffuse,
pointLightComponent->Specular,
pointLightComponent->Radius);
}
auto parent = m_World->GetEntityParent(entity);
if(parent != 0) {
auto waterParticleComponent = m_World->GetComponent<Components::WaterVolume>(parent);
if (waterParticleComponent) {
//TODO: Remove hardcoded color.
//TODO: Do i even need modelMatrix?
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::scale(absoluteTransform.Scale);
EnqueueWaterParticles(absoluteTransform.Position, glm::vec4(1.f, 1.f, 1.f, 1.f), modelMatrix, absoluteTransform.Position.z);
}
}
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
if (spriteComponent)
{
std::string normal = spriteComponent->NormalTexture;
std::string spec = spriteComponent->SpecularTexture;
if (normal.empty()) {
normal = "Textures/Core/NeutralNormalMap.png";
}
if (spec.empty()) {
spec = "Textures/Core/NeutralSpecularMap.png";
}
auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
auto texturenorm = ResourceManager::Load<Texture>(normal);
auto texturespec = ResourceManager::Load<Texture>(spec);
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
* glm::toMat4(orientation2D)
* glm::scale(absoluteTransform.Scale);
EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color, absoluteTransform.Position.z);
}
}
}
//TODO: Get this out of engine.h
void EnqueueModel(Model* model, glm::mat4 modelMatrix, const Components::Model* modelComponent, const Components::Animation* animationComponent)
{
for (auto texGroup : model->TextureGroups)
{
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = (texGroup.Texture) ? *texGroup.Texture : 0;
job.NormalTexture = (texGroup.NormalMap) ? *texGroup.NormalMap : 0;
job.SpecularTexture = (texGroup.SpecularMap) ? *texGroup.SpecularMap : 0;
job.VAO = model->VAO;
job.ElementBuffer = model->ElementBuffer;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix * model->m_Matrix;
job.Color = modelComponent->Color;
if (model->m_Skeleton != nullptr) {
job.Skeleton = model->m_Skeleton;
if (animationComponent != nullptr) {
job.AnimationName = animationComponent->Name;
job.AnimationTime = animationComponent->Time;
job.NoRootMotion = animationComponent->NoRootMotion;
}
}
m_RendererQueue.Deferred.Add(job);
}
}
// TODO: Get this out of engine.h
void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color, float depth)
{
SpriteJob job;
job.TextureID = texture->ResourceID;
job.DiffuseTexture = *texture;
job.NormalTexture = *normalTexture;
job.SpecularTexture = *specularTexture;
job.ModelMatrix = modelMatrix;
job.Color = color;
job.Depth = depth;
m_RendererQueue.Forward.Add(job);
}
void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
{
PointLightJob job;
job.Position = position;
job.DiffuseColor = diffuseColor;
job.SpecularColor = specularColor;
job.Radius = radius;
m_RendererQueue.Lights.Add(job);
}
void EnqueueWaterParticles(glm::vec3 position, glm::vec4 color, glm::mat4 modelMatrix, float depth)
{
WaterParticleJob job;
job.Position = position;
job.Color = color;
job.ModelMatrix = modelMatrix;
job.Depth = depth;
m_RendererQueue.Forward.Add(job);
}
private:
std::shared_ptr<EventBroker> m_EventBroker;
GUI::Frame* m_FrameStack = nullptr;
std::shared_ptr<Renderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;
glm::vec3 m_CameraPosition = glm::vec3(0.f, 0.f, 0.f);
//TODO: Redo
bool m_GameIsRunning = false;
dd::EventRelay<Engine, dd::Events::GameStart> m_EGameStart;
bool OnGameStart(const dd::Events::GameStart &event)
{
m_GameIsRunning = true;
//Todo: Move this
{
// dd::Events::PlaySound e;
// e.FilePath = "Sounds/BGM/under-the-sea-instrumental.wav";
// e.IsAmbient = true;
// m_EventBroker->Publish(e);
}
{
// dd::Events::PlaySound e;
// e.FilePath = "Sounds/BGM/water-flowing.wav";
// e.Gain = 0.3f;
// e.IsAmbient = true;
// m_EventBroker->Publish(e);
}
return true;
};
double m_LastTime;
};
}