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Merge pull request #1406 from johnhaddon/lightsSet
USDScene : Support round-tripping of non-UsdLux lights
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Original file line number | Diff line number | Diff line change |
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@@ -1,73 +1,53 @@ | ||
#usda 1.0 | ||
# Source: https://graphics.pixar.com/usd/docs/api/_usd_skel__schema_overview.html | ||
#Source: https://graphics.pixar.com/usd/docs/api/_usd_skel__schema_overview.html | ||
( | ||
startTimeCode = 1 | ||
endTimeCode = 10 | ||
endTimeCode = 10 | ||
startTimeCode = 1 | ||
upAxis = "Y" | ||
) | ||
|
||
def SkelRoot "Model" ( | ||
prepend apiSchemas = ["SkelBindingAPI"] | ||
prepend apiSchemas = ["SkelBindingAPI"] | ||
) | ||
{ | ||
def Skeleton "Skel" { | ||
uniform token[] joints = ["Shoulder", "Shoulder/Elbow", "Shoulder/Elbow/Hand"] | ||
uniform matrix4d[] bindTransforms = [ | ||
((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,0,1)), | ||
((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,2,1)), | ||
((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,4,1)) | ||
] | ||
uniform matrix4d[] restTransforms = [ | ||
((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,0,1)), | ||
((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,2,1)), | ||
((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,2,1)) | ||
] | ||
def SkelAnimation "Anim" { | ||
uniform token[] joints = ["Shoulder/Elbow"] | ||
def Skeleton "Skel" ( | ||
prepend apiSchemas = ["SkelBindingAPI"] | ||
) | ||
{ | ||
uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ), ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 2, 1) ), ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 4, 1) )] | ||
uniform token[] joints = ["Shoulder", "Shoulder/Elbow", "Shoulder/Elbow/Hand"] | ||
uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ), ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 2, 1) ), ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 2, 1) )] | ||
rel skel:animationSource = </Model/Skel/Anim> | ||
|
||
float3[] translations = [(0,0,2)] | ||
quatf[] rotations.timeSamples = { | ||
1: [(1,0,0,0)], | ||
10: [(0.7071, 0.7071, 0, 0)] | ||
} | ||
half3[] scales = [(1,1,1)] | ||
} | ||
def SkelAnimation "Anim" | ||
{ | ||
uniform token[] joints = ["Shoulder/Elbow"] | ||
quatf[] rotations.timeSamples = { | ||
1: [(1, 0, 0, 0)], | ||
10: [(0.7071, 0.7071, 0, 0)], | ||
} | ||
half3[] scales = [(1, 1, 1)] | ||
float3[] translations = [(0, 0, 2)] | ||
} | ||
} | ||
|
||
rel skel:animationSource = <Anim> | ||
} | ||
def Mesh "Arm" ( | ||
prepend apiSchemas = ["SkelBindingAPI"] | ||
) | ||
{ | ||
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4, 4] | ||
int[] faceVertexIndices = [ | ||
2, 3, 1, 0, | ||
6, 7, 5, 4, | ||
8, 9, 7, 6, | ||
3, 2, 9, 8, | ||
10, 11, 4, 5, | ||
0, 1, 11, 10, | ||
7, 9, 10, 5, | ||
9, 2, 0, 10, | ||
3, 8, 11, 1, | ||
8, 6, 4, 11 | ||
] | ||
point3f[] points = [ | ||
(0.5, -0.5, 4), (-0.5, -0.5, 4), (0.5, 0.5, 4), (-0.5, 0.5, 4), | ||
(-0.5, -0.5, 0), (0.5, -0.5, 0), (-0.5, 0.5, 0), (0.5, 0.5, 0), | ||
(-0.5, 0.5, 2), (0.5, 0.5, 2), (0.5, -0.5, 2), (-0.5, -0.5, 2) | ||
] | ||
rel skel:skeleton = </Model/Skel> | ||
int[] primvars:skel:jointIndices = [ | ||
2,2,2,2, 0,0,0,0, 1,1,1,1 | ||
] ( | ||
interpolation = "vertex" | ||
elementSize = 1 | ||
) | ||
float[] primvars:skel:jointWeights = [ | ||
1,1,1,1, 1,1,1,1, 1,1,1,1 | ||
] ( | ||
interpolation = "vertex" | ||
elementSize = 1 | ||
) | ||
matrix4d primvars:skel:geomBindTransform = ((1,0,0,0),(0,1,0,0),(0,0,1,0),(0,0,0,1)) | ||
} | ||
def Mesh "Arm" ( | ||
prepend apiSchemas = ["SkelBindingAPI"] | ||
) | ||
{ | ||
int[] faceVertexCounts = [4, 4, 4, 4, 4, 4, 4, 4, 4, 4] | ||
int[] faceVertexIndices = [2, 3, 1, 0, 6, 7, 5, 4, 8, 9, 7, 6, 3, 2, 9, 8, 10, 11, 4, 5, 0, 1, 11, 10, 7, 9, 10, 5, 9, 2, 0, 10, 3, 8, 11, 1, 8, 6, 4, 11] | ||
point3f[] points = [(0.5, -0.5, 4), (-0.5, -0.5, 4), (0.5, 0.5, 4), (-0.5, 0.5, 4), (-0.5, -0.5, 0), (0.5, -0.5, 0), (-0.5, 0.5, 0), (0.5, 0.5, 0), (-0.5, 0.5, 2), (0.5, 0.5, 2), (0.5, -0.5, 2), (-0.5, -0.5, 2)] | ||
matrix4d primvars:skel:geomBindTransform = ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ) | ||
int[] primvars:skel:jointIndices = [2, 2, 2, 2, 0, 0, 0, 0, 1, 1, 1, 1] ( | ||
elementSize = 1 | ||
interpolation = "vertex" | ||
) | ||
float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] ( | ||
elementSize = 1 | ||
interpolation = "vertex" | ||
) | ||
rel skel:skeleton = </Model/Skel> | ||
} | ||
} | ||
|
9 changes: 7 additions & 2 deletions
9
contrib/IECoreUSD/test/IECoreUSD/data/shaderNameConflict.usda
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