xof 0302txt 0032 template Header { <3D82AB43-62DA-11cf-AB39-0020AF71E433> WORD major; WORD minor; DWORD flags; } template Vector { <3D82AB5E-62DA-11cf-AB39-0020AF71E433> FLOAT x; FLOAT y; FLOAT z; } template Coords2d { FLOAT u; FLOAT v; } template Matrix4x4 { array FLOAT matrix[16]; } template ColorRGBA { <35FF44E0-6C7C-11cf-8F52-0040333594A3> FLOAT red; FLOAT green; FLOAT blue; FLOAT alpha; } template ColorRGB { FLOAT red; FLOAT green; FLOAT blue; } template TextureFilename { STRING filename; } template Material { <3D82AB4D-62DA-11cf-AB39-0020AF71E433> ColorRGBA faceColor; FLOAT power; ColorRGB specularColor; ColorRGB emissiveColor; [...] } template MeshFace { <3D82AB5F-62DA-11cf-AB39-0020AF71E433> DWORD nFaceVertexIndices; array DWORD faceVertexIndices[nFaceVertexIndices]; } template MeshTextureCoords { DWORD nTextureCoords; array Coords2d textureCoords[nTextureCoords]; } template MeshMaterialList { DWORD nMaterials; DWORD nFaceIndexes; array DWORD faceIndexes[nFaceIndexes]; [Material] } template MeshNormals { DWORD nNormals; array Vector normals[nNormals]; DWORD nFaceNormals; array MeshFace faceNormals[nFaceNormals]; } template Mesh { <3D82AB44-62DA-11cf-AB39-0020AF71E433> DWORD nVertices; array Vector vertices[nVertices]; DWORD nFaces; array MeshFace faces[nFaces]; [...] } template FrameTransformMatrix { Matrix4x4 frameMatrix; } template Frame { <3D82AB46-62DA-11cf-AB39-0020AF71E433> [...] } template FloatKeys { <10DD46A9-775B-11cf-8F52-0040333594A3> DWORD nValues; array FLOAT values[nValues]; } template TimedFloatKeys { DWORD time; FloatKeys tfkeys; } template AnimationKey { <10DD46A8-775B-11cf-8F52-0040333594A3> DWORD keyType; DWORD nKeys; array TimedFloatKeys keys[nKeys]; } template AnimationOptions { DWORD openclosed; DWORD positionquality; } template Animation { <3D82AB4F-62DA-11cf-AB39-0020AF71E433> [...] } template AnimationSet { <3D82AB50-62DA-11cf-AB39-0020AF71E433> [Animation] } Header { 1; 0; 1; } Frame frm-bounding_model { FrameTransformMatrix { -1.000000,0.000000,-0.000000,0.000000, -0.000000,0.000000,1.000000,0.000000, 0.000000,1.000000,-0.000000,0.000000, 0.000000,0.000000,0.000000,1.000000;; 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} } } Frame frm-bound04 { FrameTransformMatrix { -1.000000,0.000000,-0.000000,0.000000, -0.000000,0.000000,1.000000,0.000000, 0.000000,1.000000,-0.000000,0.000000, 0.000000,0.000000,0.000000,1.000000;; } Mesh bound04 { 6; 7.265634;-1.995569;20.772148;, -7.360428;-1.999139;20.772150;, -2.613725;-2.299004;28.240137;, 2.613714;-2.299004;28.240137;, -3.044353;-9.410120;16.667974;, 3.044345;-9.410120;16.667978;; 8; 3;2,3,0;, 3;1,2,0;, 3;4,5,3;, 3;2,4,3;, 3;3,5,0;, 3;4,2,1;, 3;5,4,1;, 3;0,5,1;; MeshNormals { 6; 0.336073;0.921698;-0.193719;, -0.338389;0.676771;-0.653815;, -0.531114;0.309430;0.788778;, 0.473724;-0.584831;0.658451;, -0.481274;-0.832673;0.273919;, 0.604499;-0.497172;-0.622416;; 8; 3;2,3,0;, 3;1,2,0;, 3;4,5,3;, 3;2,4,3;, 3;3,5,0;, 3;4,2,1;, 3;5,4,1;, 3;0,5,1;; } } } } AnimationSet { Animation anim-bounding_model { {frm-bounding_model} AnimationKey { 0; 2; 1; 4; -0.000000, 0.000000, -0.707107, 0.707107;;, 100; 4; -0.000000, 0.000000, -0.707107, 0.707107;;; } } Animation anim-bound01 { {frm-bound01} AnimationKey { 0; 2; 1; 4; -0.000000, 0.000000, -0.707107, 0.707107;;, 100; 4; -0.000000, 0.000000, -0.707107, 0.707107;;; } } Animation anim-bound02 { {frm-bound02} AnimationKey { 0; 2; 1; 4; -0.000000, 0.000000, -0.707107, 0.707107;;, 100; 4; -0.000000, 0.000000, -0.707107, 0.707107;;; } } Animation anim-bound03 { {frm-bound03} AnimationKey { 0; 2; 1; 4; -0.000000, 0.000000, -0.707107, 0.707107;;, 100; 4; -0.000000, 0.000000, -0.707107, 0.707107;;; } } Animation anim-bound04 { {frm-bound04} AnimationKey { 0; 2; 1; 4; -0.000000, 0.000000, -0.707107, 0.707107;;, 100; 4; -0.000000, 0.000000, -0.707107, 0.707107;;; } } }