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Merge pull request #90 from AFCStudio/release/5.0
Release/5.0
2 parents 95ee625 + bf08b7b commit d358941

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-3027
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<?xml version="1.0" ?>
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<Params>
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<IK_Definition>
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<LimbIK_Definition>
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<IK EndEffector="Bip01 R Hand" Handle="RgtArm01" Root="Bip01 R UpperArm" Solver="2BIK"/>
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<IK EndEffector="Bip01 L Hand" Handle="LftArm01" Root="Bip01 L UpperArm" Solver="2BIK"/>
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<IK EndEffector="Bip01 R Foot" Handle="RgtLeg01" Root="Bip01 R Thigh" Solver="2BIK"/>
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<IK EndEffector="Bip01 L Foot" Handle="LftLeg01" Root="Bip01 L Thigh" Solver="2BIK"/>
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</LimbIK_Definition>
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<Animation_Driven_IK_Targets>
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<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2RiflePos_IKTarget" Weight="Bip01 RHand2RiflePos_IKBlend"/>
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<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2Aim_IKTarget" Weight="Bip01 RHand2Aim_IKBlend"/>
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<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2Aim_IKTarget" Weight="Bip01 LHand2Aim_IKBlend"/>
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<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2Weapon_IKTarget" Weight="Bip01 LHand2Weapon_IKBlend"/>
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<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2Pocket_IKTarget" Weight="Bip01 LHand2Pocket_IKBlend"/>
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<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2Pocket_IKTarget" Weight="Bip01 RHand2Pocket_IKBlend"/>
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<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2RiflePos_IKTarget" Weight="Bip01 LHand2RiflePos_IKBlend"/>
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<ADIKTarget Handle="LftArm01" Target="Bip01 LHand2PistolPos_IKTarget" Weight="Bip01 LHand2PistolPos_IKBlend"/>
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<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2PistolPos_IKTarget" Weight="Bip01 RHand2PistolPos_IKBlend"/>
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<ADIKTarget Handle="RgtArm01" Target="Bip01 RHand2Weapon_IKTarget" Weight="Bip01 RHand2Weapon_IKBlend"/>
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</Animation_Driven_IK_Targets>
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<FeetLock_Definition>
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<RIKHandle Handle="RgtLeg01"/>
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<LIKHandle Handle="LftLeg01"/>
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</FeetLock_Definition>
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<Recoil_Definition>
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<RIKHandle Handle="RgtArm01"/>
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<LIKHandle Handle="LftArm01"/>
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<RWeaponJoint JointName="weapon_bone"/>
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<LWeaponJoint JointName="Lweapon_bone"/>
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<ImpactJoints>
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<ImpactJoint Arm="3" Delay="0.3" Weight="0.2" JointName="Bip01 Pelvis" />
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<ImpactJoint Arm="3" Delay="0.3" Weight="0.2" JointName="Bip01 Spine" />
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<ImpactJoint Arm="3" Delay="0.3" Weight="0.3" JointName="Bip01 Spine1" />
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<ImpactJoint Arm="3" Delay="0.0" Weight="1.0" JointName="Bip01 RHand2Aim_IKTarget" />
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<ImpactJoint Arm="3" Delay="0.2" Weight="0.4" JointName="Bip01 Spine2" />
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<ImpactJoint Arm="3" Delay="0.2" Weight="0.4" JointName="Bip01 Spine3" />
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<ImpactJoint Arm="3" Delay="0.15" Weight="0.4" JointName="Bip01 Neck" />
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<ImpactJoint Arm="3" Delay="0.10" Weight="0.10" JointName="Bip01 R Thigh" />
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<ImpactJoint Arm="3" Delay="0.05" Weight="0.05" JointName="Bip01 R Calf" />
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<ImpactJoint Arm="3" Delay="0.10" Weight="0.10" JointName="Bip01 L Thigh" />
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<ImpactJoint Arm="3" Delay="0.05" Weight="0.05" JointName="Bip01 L Calf" />
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</ImpactJoints>
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</Recoil_Definition>
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<LookIK_Definition>
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<LEyeAttachment Name="eye_left" />
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<REyeAttachment Name="eye_right" />
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<DirectionalBlends>
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<Joint AnimToken="LookPoses" ParameterJoint="Bip01 Look" StartJoint="Bip01 Look" ReferenceJoint="Bip01 Neck"/>
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</DirectionalBlends>
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<RotationList>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Pelvis"/>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine"/>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine1"/>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine2" />
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine3" />
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<Rotation Additive="1" Primary="1" JointName="Bip01 Neck" />
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<Rotation Additive="0" Primary="1" JointName="Bip01 Head" />
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<Rotation Additive="0" Primary="1" JointName="Bip01 Look" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R Clavicle" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R UpperArm" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L Clavicle" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L UpperArm" />
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</RotationList>
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<PositionList>
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<Position Additive="1" JointName="Bip01 Pelvis"/>
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</PositionList>
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</LookIK_Definition>
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<AimIK_Definition>
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<DirectionalBlends>
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<Joint AnimToken="AimPoses" ParameterJoint="Bip01 CustomAim" StartJoint="Bip01 CustomAimStart" ReferenceJoint="Bip01 Pelvis"/>
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</DirectionalBlends>
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<RotationList>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Pelvis"/>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine"/>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine1"/>
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<Rotation Additive="1" Primary="1" JointName="Bip01 Spine2" />
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<Rotation Additive="0" Primary="1" JointName="Bip01 CustomAim" />
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<Rotation Additive="0" Primary="1" JointName="Bip01 CustomAimStart" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Aim_IKTarget" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Aim_IKBlend" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Aim_IKTarget" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Aim_IKBlend" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 Spine3" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 Neck" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 Head" />
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<Rotation Additive="0" Primary="0" JointName="weapon_bone" />
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<Rotation Additive="0" Primary="0" JointName="Lweapon_bone" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R Clavicle" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R UpperArm" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R ForeArm" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R Hand" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L Clavicle" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L UpperArm" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L ForeArm" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L Hand" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L Thigh" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 L Calf" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R Thigh" />
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<Rotation Additive="1" Primary="0" JointName="Bip01 R Calf" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Weapon_IKTarget" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 LHand2Weapon_IKBlend" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Weapon_IKTarget" />
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<Rotation Additive="0" Primary="0" JointName="Bip01 RHand2Weapon_IKBlend" />
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</RotationList>
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<PositionList>
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<Position Additive="1" JointName="Bip01 Pelvis"/>
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<Position Additive="0" JointName="Bip01 CustomAim" />
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<Position Additive="0" JointName="Bip01 CustomAimStart" />
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<Position Additive="0" JointName="Bip01 LHand2Aim_IKTarget"/>
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<Position Additive="0" JointName="Bip01 LHand2Aim_IKBlend"/>
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<Position Additive="0" JointName="Bip01 RHand2Aim_IKTarget"/>
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<Position Additive="0" JointName="Bip01 RHand2Aim_IKBlend"/>
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<Position Additive="0" JointName="weapon_bone"/>
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<Position Additive="0" JointName="Lweapon_bone"/>
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<Position Additive="0" JointName="Bip01 LHand2Weapon_IKTarget"/>
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<Position Additive="0" JointName="Bip01 LHand2Weapon_IKBlend"/>
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<Position Additive="0" JointName="Bip01 RHand2Weapon_IKTarget"/>
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<Position Additive="0" JointName="Bip01 RHand2Weapon_IKBlend"/>
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</PositionList>
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</AimIK_Definition>
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</IK_Definition>
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<Lod>
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<JointList level="1">
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<Joint name="Bip01"/>
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<Joint name="Bip01 Pelvis"/>
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<Joint name="Bip01 Spine"/>
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<Joint name="Bip01 Spine1"/>
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<Joint name="Bip01 Spine2"/>
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<Joint name="Bip01 Spine3"/>
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<Joint name="Bip01 Neck"/>
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<Joint name="Bip01 Head"/>
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<Joint name="Bip01 L Thigh"/>
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<Joint name="Bip01 L Calf"/>
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<Joint name="Bip01 L Foot"/>
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<Joint name="Bip01 L Toe0"/>
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<Joint name="Bip01 R Thigh"/>
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<Joint name="Bip01 R Calf"/>
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<Joint name="Bip01 R Foot"/>
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<Joint name="Bip01 R Toe0"/>
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<Joint name="Bip01 L Clavicle"/>
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<Joint name="Bip01 L UpperArm"/>
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<Joint name="Bip01 L Forearm"/>
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<Joint name="Bip01 L ForeTwist1"/>
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<Joint name="Bip01 L ForeTwist2"/>
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<Joint name="Bip01 L ForeTwist3"/>
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<Joint name="Bip01 L Hand"/>
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<Joint name="Bip01 L Finger1"/>
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<Joint name="Bip01 L Finger11"/>
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<Joint name="Bip01 L Finger2"/>
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<Joint name="Bip01 L Finger21"/>
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<Joint name="Bip01 L Finger3"/>
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<Joint name="Bip01 L Finger31"/>
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<Joint name="Bip01 L Finger4"/>
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<Joint name="Bip01 L Finger41"/>
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<Joint name="Bip01 R Clavicle"/>
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<Joint name="Bip01 R UpperArm"/>
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<Joint name="Bip01 R Forearm"/>
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<Joint name="Bip01 R ForeTwist1"/>
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<Joint name="Bip01 R ForeTwist2"/>
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<Joint name="Bip01 R ForeTwist3"/>
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<Joint name="Bip01 R Hand"/>
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<Joint name="Bip01 R Finger1"/>
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<Joint name="Bip01 R Finger11"/>
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<Joint name="Bip01 R Finger2"/>
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<Joint name="Bip01 R Finger21"/>
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<Joint name="Bip01 R Finger3"/>
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<Joint name="Bip01 R Finger31"/>
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<Joint name="Bip01 R Finger4"/>
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<Joint name="Bip01 R Finger41"/>
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<Joint name="weapon_bone"/>
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<Joint name="Lweapon_bone"/>
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<Joint name="Bip01 CustomAim"/>
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<Joint name="Bip01 CustomAimStart"/>
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<Joint name="Bip01 LHand2Weapon_IKTarget"/>
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<Joint name="Bip01 LHand2Weapon_IKBlend"/>
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<Joint name="Bip01 RHand2Weapon_IKTarget"/>
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<Joint name="Bip01 RHand2Weapon_IKBlend"/>
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<Joint name="Bip01 LHand2Aim_IKTarget"/>
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<Joint name="Bip01 LHand2Aim_IKBlend"/>
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<Joint name="Bip01 RHand2Aim_IKTarget"/>
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<Joint name="Bip01 RHand2Aim_IKBlend"/>
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<Joint name="Bip01 planeTargetLeft" />
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<Joint name="Bip01 planeTargetRight" />
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</JointList>
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<JointList level="2">
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<Joint name="Bip01"/>
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<Joint name="Bip01 Pelvis"/>
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<Joint name="Bip01 Spine"/>
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<Joint name="Bip01 Spine1"/>
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<Joint name="Bip01 Spine2"/>
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<Joint name="Bip01 Spine3"/>
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<Joint name="Bip01 Neck"/>
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<Joint name="Bip01 Head"/>
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<Joint name="Bip01 L Thigh"/>
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<Joint name="Bip01 L Calf"/>
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<Joint name="Bip01 L Foot"/>
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<Joint name="Bip01 R Thigh"/>
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<Joint name="Bip01 R Calf"/>
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<Joint name="Bip01 R Foot"/>
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<Joint name="Bip01 L Clavicle"/>
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<Joint name="Bip01 L UpperArm"/>
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<Joint name="Bip01 L Forearm"/>
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<Joint name="Bip01 L Hand"/>
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<Joint name="Bip01 L Finger1"/>
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<Joint name="Bip01 L Finger2"/>
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<Joint name="Bip01 L Finger3"/>
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<Joint name="Bip01 L Finger4"/>
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<Joint name="Bip01 R Clavicle"/>
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<Joint name="Bip01 R UpperArm"/>
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<Joint name="Bip01 R Forearm"/>
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<Joint name="Bip01 R Hand"/>
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<Joint name="Bip01 R Finger1"/>
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<Joint name="Bip01 R Finger2"/>
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<Joint name="Bip01 R Finger3"/>
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<Joint name="Bip01 R Finger4"/>
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<Joint name="weapon_bone"/>
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<Joint name="Lweapon_bone"/>
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<Joint name="Bip01 CustomAim"/>
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<Joint name="Bip01 CustomAimStart"/>
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<Joint name="Bip01 LHand2Weapon_IKTarget"/>
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<Joint name="Bip01 LHand2Weapon_IKBlend"/>
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<Joint name="Bip01 RHand2Weapon_IKTarget"/>
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<Joint name="Bip01 RHand2Weapon_IKBlend"/>
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<Joint name="Bip01 LHand2Aim_IKTarget"/>
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<Joint name="Bip01 LHand2Aim_IKBlend"/>
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<Joint name="Bip01 RHand2Aim_IKTarget"/>
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<Joint name="Bip01 RHand2Aim_IKBlend"/>
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<Joint name="Bip01 planeTargetLeft" />
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<Joint name="Bip01 planeTargetRight" />
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</JointList>
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<JointList level="3">
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<Joint name="Bip01"/>
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<Joint name="Bip01 Pelvis"/>
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<Joint name="Bip01 Spine"/>
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<Joint name="Bip01 Spine1"/>
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<Joint name="Bip01 Spine2"/>
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<Joint name="Bip01 Spine3"/>
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<Joint name="Bip01 Neck"/>
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<Joint name="Bip01 Head"/>
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<Joint name="Bip01 L Thigh"/>
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<Joint name="Bip01 L Calf"/>
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<Joint name="Bip01 L Foot"/>
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<Joint name="Bip01 R Thigh"/>
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<Joint name="Bip01 R Calf"/>
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<Joint name="Bip01 R Foot"/>
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<Joint name="Bip01 L Clavicle"/>
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<Joint name="Bip01 L UpperArm"/>
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<Joint name="Bip01 L Forearm"/>
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<Joint name="Bip01 L Hand"/>
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<Joint name="Bip01 R Clavicle"/>
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<Joint name="Bip01 R UpperArm"/>
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<Joint name="Bip01 R Forearm"/>
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<Joint name="Bip01 R Hand"/>
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<Joint name="weapon_bone"/>
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<Joint name="Lweapon_bone"/>
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<Joint name="Bip01 CustomAim"/>
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<Joint name="Bip01 CustomAimStart"/>
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<Joint name="Bip01 LHand2Weapon_IKTarget"/>
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<Joint name="Bip01 LHand2Weapon_IKBlend"/>
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<Joint name="Bip01 RHand2Weapon_IKTarget"/>
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<Joint name="Bip01 RHand2Weapon_IKBlend"/>
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<Joint name="Bip01 LHand2Aim_IKTarget"/>
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<Joint name="Bip01 LHand2Aim_IKBlend"/>
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<Joint name="Bip01 RHand2Aim_IKTarget"/>
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<Joint name="Bip01 RHand2Aim_IKBlend"/>
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<Joint name="Bip01 planeTargetLeft" />
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<Joint name="Bip01 planeTargetRight" />
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</JointList>
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</Lod>
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<!-- Deprecated, replaced by BBoxIncludeList and BBoxExtension
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<BBoxExcludeList>
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<Joint name="Bip01 LookTarget"/>
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<Joint name="Bip01 AimTarget"/>
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<Joint name="Bip01 RHand2Aim_IKBlend"/>
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<Joint name="Bip01 LHand2Aim_IKBlend"/>
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<Joint name="Bip01 RHand2RiflePos_IKBlend"/>
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<Joint name="Bip01 LHand2RiflePos_IKBlend"/>
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<Joint name="Bip01 RHand2PistolPos_IKBlend"/>
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<Joint name="Bip01 LHand2PistolPos_IKBlend"/>
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<Joint name="Bip01 RHand2Pocket_IKBlend"/>
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<Joint name="Bip01 LHand2Pocket_IKBlend"/>
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<Joint name="Bip01 RHand2Weapon_IKBlend"/>
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<Joint name="Bip01 LHand2Weapon_IKBlend"/>
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</BBoxExcludeList> -->
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<BBoxIncludeList>
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<Joint name="Bip01 L Hand"/>
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<Joint name="Bip01 R Hand"/>
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<Joint name="Bip01 L Foot"/>
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<Joint name="Bip01 R Foot"/>
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<Joint name="Bip01 L Forearm"/>
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<Joint name="Bip01 R Forearm"/>
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<Joint name="Bip01 Head"/>
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<Joint name="Bip01 Pelvis"/>
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</BBoxIncludeList>
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<BBoxExtension>
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<Axis negX="0.3" negY="0.3" negZ="0.3" posX="0.3" posY="0.3" posZ="0.3" />
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</BBoxExtension>
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<AnimationList>
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<Animation name="$AnimEventDatabase" path="animations\human\male\events.animevents"/>
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<Animation name="$Include" path="animations\human\male\player.chrparams"/>
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<Animation name="$facelib" path="Objects\Characters\human\generic\skeleton_player_generic.fxl"/>
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</AnimationList>
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<ShadowCapsulesList>
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<!-- Head & Body -->
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<Capsule JointName0="Bip01 Head" JointName1="Bip01 Neck" Radius=".1"/>
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<Capsule JointName0="Bip01 Neck" JointName1="Bip01 Spine" Radius=".12"/>
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<!-- R Leg -->
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<Capsule JointName0="Bip01 Spine" JointName1="Bip01 R Calf" Radius=".08"/>
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<Capsule JointName0="Bip01 R Calf" JointName1="Bip01 R Foot" Radius=".08"/>
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<Capsule JointName0="Bip01 R Foot" JointName1="Bip01 R Toe0" Radius=".08"/>
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<!-- L Leg -->
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<Capsule JointName0="Bip01 Spine" JointName1="Bip01 L Calf" Radius=".08"/>
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<Capsule JointName0="Bip01 L Calf" JointName1="Bip01 L Foot" Radius=".08"/>
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<Capsule JointName0="Bip01 L Foot" JointName1="Bip01 L Toe0" Radius=".08"/>
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<!-- R Arm -->
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<Capsule JointName0="Bip01 Neck" JointName1="Bip01 R ForeTwist1" Radius=".06"/>
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<Capsule JointName0="Bip01 R ForeTwist1" JointName1="Bip01 R Finger20" Radius=".06"/>
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<!-- L Arm -->
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<Capsule JointName0="Bip01 Neck" JointName1="Bip01 L ForeTwist1" Radius=".06"/>
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<Capsule JointName0="Bip01 L ForeTwist1" JointName1="Bip01 L Finger20" Radius=".06"/>
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</ShadowCapsulesList>
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</Params>
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<Material MtlFlags="524544" vertModifType="0">
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<SubMaterials>
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<Material Diffuse="0.800000,0.800000,0.800000" GenMask="60400000" LayerAct="1" MatTemplate="" MtlFlags="524416" Name="Triangle" Opacity="1.0" Shader="Nodraw" Shininess="50" Specular="1.000000,1.000000,1.000000" StringGenMask="%NORMAL_MAP%SPECULAR_MAP%SUBSURFACE_SCATTERING" SurfaceType="" vertModifType="0">
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<Textures>
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<Texture File="" Map="Diffuse"/>
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</Textures>
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<PublicParams EmittanceMapGamma="1" IndirectColor="0.25, 0.25, 0.25" SSSIndex="0"/>
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</Material>
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</SubMaterials>
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<PublicParams EmittanceMapGamma="1" IndirectColor="0.25, 0.25, 0.25" SSSIndex="0"/>
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</Material>
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<CharacterDefinition>
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<Model File="Objects/Cryblend Checking/XAxis/Player_SDK.chr" Material="Objects/Cryblend Checking/XAxis/Player_SDK.mtl"/>
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<AttachmentList />
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</CharacterDefinition>
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<Material MtlFlags="524544" vertModifType="0">
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<SubMaterials>
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<Material Name="Saturn__01__Saturn__physNone2" MtlFlags="524416" Shader="Illum" GenMask="20000000" StringGenMask="%SUBSURFACE_SCATTERING" SurfaceType="" MatTemplate="" Diffuse="0.0074990322,0.0074990322,0.0074990322" Specular="0.951217,0.951217,0.951217" Opacity="1" Shininess="210" vertModifType="0" LayerAct="1">
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<Textures />
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<PublicParams EmittanceMapGamma="1" SSSIndex="0"/>
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</Material>
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</SubMaterials>
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<PublicParams EmittanceMapGamma="1" SSSIndex="0"/>
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</Material>
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