blendshape.usda 6.4 KB

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  1. #usda 1.0
  2. (
  3. defaultPrim = "root"
  4. doc = "Blender v3.4.0 Alpha"
  5. metersPerUnit = 0.01
  6. upAxis = "Z"
  7. )
  8. def Xform "root"
  9. {
  10. float3 xformOp:scale = (100, 100, 100)
  11. uniform token[] xformOpOrder = ["xformOp:scale"]
  12. def Scope "lights"
  13. {
  14. def DomeLight "environment"
  15. {
  16. custom color3f color = (0.05087609, 0.05087609, 0.05087609)
  17. color3f inputs:color = (0.05087609, 0.05087609, 0.05087609)
  18. float inputs:intensity = 683.0135
  19. custom float intensity = 683.0135
  20. }
  21. }
  22. def Scope "materials"
  23. {
  24. def Material "Material"
  25. {
  26. token outputs:surface.connect = </root/materials/Material/preview/Principled_BSDF.outputs:surface>
  27. custom string userProperties:blenderName:data = "Material"
  28. def Scope "preview"
  29. {
  30. def Shader "Principled_BSDF"
  31. {
  32. uniform token info:id = "UsdPreviewSurface"
  33. float inputs:clearcoat = 0
  34. float inputs:clearcoatRoughness = 0.03
  35. color3f inputs:diffuseColor = (0.8, 0.8, 0.8)
  36. color3f inputs:emissiveColor = (0, 0, 0)
  37. float inputs:ior = 1.45
  38. float inputs:metallic = 0
  39. float inputs:opacity = 1
  40. float inputs:roughness = 0.5
  41. float inputs:specular = 0.5
  42. token outputs:surface
  43. }
  44. }
  45. }
  46. }
  47. def SkelRoot "Cube"
  48. {
  49. custom string userProperties:blenderName:object = "Cube"
  50. def Mesh "Cube" (
  51. active = true
  52. prepend apiSchemas = ["SkelBindingAPI"]
  53. )
  54. {
  55. uniform bool doubleSided = 1
  56. int[] faceVertexCounts = [4, 4, 4, 4, 4, 4]
  57. int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1]
  58. rel material:binding = </root/materials/Material>
  59. normal3f[] normals = [(-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-2.3880695e-8, 0, 1), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-0.23399627, -0.9436586, -0.2339963), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] (
  60. interpolation = "faceVarying"
  61. )
  62. point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1.9918684, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)]
  63. int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0, 0, 0, 0] (
  64. elementSize = 1
  65. interpolation = "vertex"
  66. )
  67. float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1, 1, 1, 1] (
  68. elementSize = 1
  69. interpolation = "vertex"
  70. )
  71. texCoord2f[] primvars:st = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)] (
  72. interpolation = "faceVarying"
  73. )
  74. uniform token[] skel:blendShapes = ["Key_1"]
  75. rel skel:blendShapeTargets = </root/Cube/Cube/Key_1>
  76. prepend rel skel:skeleton = </root/Cube/Skel>
  77. uniform token subdivisionScheme = "none"
  78. custom string userProperties:blenderName:data = "Cube"
  79. custom string userProperties:blenderName:data:st = "UVMap"
  80. def BlendShape "Key_1"
  81. {
  82. uniform vector3f[] offsets = [(0, 0, 0.98508406), (0, 0, 0), (0, 0.892874, 0.98508406), (0, 0, 0), (0, 0, 0.98508406), (0, 0, 0), (0, 0, 0.98508406), (0, 0, 0)]
  83. uniform int[] pointIndices = [0, 1, 2, 3, 4, 5, 6, 7]
  84. }
  85. }
  86. def Skeleton "Skel"
  87. {
  88. uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
  89. uniform token[] joints = ["joint1"]
  90. uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )]
  91. prepend rel skel:animationSource = </root/Cube/Skel/Anim>
  92. def SkelAnimation "Anim"
  93. {
  94. uniform token[] blendShapes = ["Key_1"]
  95. float[] blendShapeWeights = [0]
  96. }
  97. }
  98. }
  99. def Xform "Light"
  100. {
  101. custom string userProperties:blenderName:object = "Light"
  102. float3 xformOp:rotateXYZ = (37.26105, 3.163703, 106.93632)
  103. float3 xformOp:scale = (1, 0.99999994, 1)
  104. double3 xformOp:translate = (4.076245307922363, 1.0054539442062378, 5.903861999511719)
  105. uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
  106. def SphereLight "Light"
  107. {
  108. custom color3f color = (1, 1, 1)
  109. color3f inputs:color = (1, 1, 1)
  110. float inputs:intensity = 5435247
  111. float inputs:radius = 0.10000002
  112. float inputs:specular = 1
  113. custom float intensity = 5435247
  114. custom float radius = 0.10000002
  115. custom float specular = 1
  116. custom string userProperties:blenderName:data = "Light"
  117. }
  118. }
  119. def Xform "Camera"
  120. {
  121. custom string userProperties:blenderName:object = "Camera"
  122. float3 xformOp:rotateXYZ = (63.559303, -0.0000026647115, 46.691948)
  123. float3 xformOp:scale = (1, 1, 1)
  124. double3 xformOp:translate = (7.358891487121582, -6.925790786743164, 4.958309173583984)
  125. uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"]
  126. def Camera "Camera"
  127. {
  128. float2 clippingRange = (10, 10000)
  129. float focalLength = 50
  130. float horizontalAperture = 36
  131. float horizontalApertureOffset = 0
  132. token projection = "perspective"
  133. double shutter:close = 0.25
  134. double shutter:open = -0.25
  135. custom string userProperties:blenderName:data = "Camera"
  136. float verticalAperture = 24
  137. float verticalApertureOffset = 0
  138. }
  139. }
  140. }