Name | New | Reference | Diff |
---|---|---|---|
all_curves |
==== Meshes: 11
- Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11
- attr 'position' FLOAT_VECTOR POINT
- (2.895, 0.000, 0.000)
- (3.032, 0.000, -0.505)
- (3.390, 0.000, -0.863)
...
- (3.895, 0.000, 1.000)
- (3.390, 0.000, 0.863)
- (3.032, 0.000, 0.505)
- Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7
- 0/1 1/2 2/3 3/4 4/5 5/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, 0.000, 0.000)
- (-0.950, 0.000, -0.624)
- (-0.790, 0.000, -0.867)
...
- (0.161, 0.000, -0.347)
- (0.573, 0.000, -0.104)
- (1.000, 0.000, 0.000)
- Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28
- 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28
- attr 'position' FLOAT_VECTOR POINT
- (-0.902, 0.000, 2.693)
- (-0.956, 0.000, 2.645)
- (-1.183, 0.000, 2.632)
...
- (1.158, 0.000, 3.151)
- (1.070, 0.000, 2.817)
- (1.098, 0.000, 2.693)
- Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32
- 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31
- attr 'position' FLOAT_VECTOR POINT
- (3.188, 0.000, 7.747)
- (3.266, 0.000, 7.358)
- (3.481, 0.000, 7.040)
...
- (4.285, 0.000, 11.821)
- (5.285, 0.000, 12.821)
- (4.285, 0.000, 13.821)
- Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34
- 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33
- attr 'position' FLOAT_VECTOR POINT
- (10.600, 0.000, 8.259)
- (10.338, 0.000, 7.822)
- (10.307, 0.000, 7.552)
...
- (12.837, 0.000, 13.444)
- (12.813, 0.000, 14.125)
- (12.066, 0.000, 14.493)
- Mesh 'NurbsCircle' vtx:32 face:0 loop:0 edge:32
- 0/1 1/2 2/3 3/4 4/5 ... 27/28 28/29 29/30 30/31 0/31
- attr 'position' FLOAT_VECTOR POINT
- (10.756, 0.000, 0.707)
- (10.580, 0.000, 0.474)
- (10.494, 0.000, 0.270)
...
- (11.344, 0.000, 0.997)
- (11.193, 0.000, 0.969)
- (10.989, 0.000, 0.883)
- Mesh 'NurbsCurve' vtx:9 face:0 loop:0 edge:8
- 0/1 1/2 2/3 3/4 4/5 5/6 6/7 7/8
- attr 'position' FLOAT_VECTOR POINT
- (7.730, 0.000, -0.375)
- (7.886, 0.000, -0.581)
- (8.063, 0.000, -0.734)
...
- (8.846, 0.000, -0.920)
- (9.030, 0.000, -0.887)
- (9.197, 0.000, -0.833)
- Mesh 'NurbsCurve2' vtx:24 face:0 loop:0 edge:23
- 0/1 1/2 2/3 3/4 4/5 ... 18/19 19/20 20/21 21/22 22/23
- attr 'position' FLOAT_VECTOR POINT
- (5.857, 0.000, 5.211)
- (5.883, 0.000, 4.843)
- (5.990, 0.000, 4.491)
...
- (9.419, 0.000, 3.357)
- (9.557, 0.000, 3.570)
- (9.665, 0.000, 3.871)
- Mesh 'NurbsPathCurve' vtx:31 face:0 loop:0 edge:29
- 0/1 1/2 2/3 3/4 4/5 ... 25/26 26/27 27/28 28/29 29/30
- attr 'position' FLOAT_VECTOR POINT
- (13.691, 0.000, 0.000)
- (14.059, 0.000, 0.419)
- (14.383, 0.000, 0.670)
...
- (16.242, 0.000, -0.671)
- (16.339, 0.000, -0.583)
- (16.430, 0.000, -0.479)
- Mesh 'PolyCircle' vtx:4 face:0 loop:0 edge:4
- 0/1 1/2 2/3 0/3
- attr 'position' FLOAT_VECTOR POINT
- (3.090, 0.000, -4.488)
- (4.090, 0.000, -5.488)
- (5.090, 0.000, -4.488)
- (4.090, 0.000, -3.488)
- Mesh 'PolyCurve' vtx:3 face:0 loop:0 edge:2
- 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, 0.000, -4.488)
- (0.371, 0.000, -5.659)
- (1.000, 0.000, -4.488)
==== Objects: 11
- Obj 'BezierCircle' MESH data:'BezierCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve2' MESH data:'BezierCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' MESH data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve' MESH data:'NurbsCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve2' MESH data:'NurbsCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsPathCurve' MESH data:'NurbsPathCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCircle' MESH data:'PolyCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCurve' MESH data:'PolyCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 11
- Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11
- attr 'position' FLOAT_VECTOR POINT
- (2.895, 0.000, 0.000)
- (3.032, 0.000, -0.505)
- (3.390, 0.000, -0.863)
...
- (3.895, 0.000, 1.000)
- (3.390, 0.000, 0.863)
- (3.032, 0.000, 0.505)
- Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7
- 0/1 1/2 2/3 3/4 4/5 5/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, 0.000, 0.000)
- (-0.950, 0.000, -0.624)
- (-0.790, 0.000, -0.867)
...
- (0.161, 0.000, -0.347)
- (0.573, 0.000, -0.104)
- (1.000, 0.000, 0.000)
- Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28
- 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28
- attr 'position' FLOAT_VECTOR POINT
- (-0.902, 0.000, 2.693)
- (-0.956, 0.000, 2.645)
- (-1.183, 0.000, 2.632)
...
- (1.158, 0.000, 3.151)
- (1.070, 0.000, 2.817)
- (1.098, 0.000, 2.693)
- Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32
- 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31
- attr 'position' FLOAT_VECTOR POINT
- (3.188, 0.000, 7.747)
- (3.266, 0.000, 7.358)
- (3.481, 0.000, 7.040)
...
- (4.285, 0.000, 11.821)
- (5.285, 0.000, 12.821)
- (4.285, 0.000, 13.821)
- Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34
- 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33
- attr 'position' FLOAT_VECTOR POINT
- (10.600, 0.000, 8.259)
- (10.338, 0.000, 7.822)
- (10.307, 0.000, 7.552)
...
- (12.837, 0.000, 13.444)
- (12.813, 0.000, 14.125)
- (12.066, 0.000, 14.493)
- Mesh 'NurbsCircle' vtx:32 face:0 loop:0 edge:32
- 0/1 1/2 2/3 3/4 4/5 ... 27/28 28/29 29/30 30/31 0/31
- attr 'position' FLOAT_VECTOR POINT
- (10.756, 0.000, 0.707)
- (10.580, 0.000, 0.474)
- (10.494, 0.000, 0.270)
...
- (11.344, 0.000, 0.997)
- (11.193, 0.000, 0.969)
- (10.989, 0.000, 0.883)
- Mesh 'NurbsCurve' vtx:9 face:0 loop:0 edge:8
- 0/1 1/2 2/3 3/4 4/5 5/6 6/7 7/8
- attr 'position' FLOAT_VECTOR POINT
- (7.730, 0.000, -0.375)
- (7.886, 0.000, -0.581)
- (8.063, 0.000, -0.734)
...
- (8.846, 0.000, -0.920)
- (9.030, 0.000, -0.887)
- (9.197, 0.000, -0.833)
- Mesh 'NurbsCurve2' vtx:24 face:0 loop:0 edge:23
- 0/1 1/2 2/3 3/4 4/5 ... 18/19 19/20 20/21 21/22 22/23
- attr 'position' FLOAT_VECTOR POINT
- (5.857, 0.000, 5.211)
- (5.883, 0.000, 4.843)
- (5.990, 0.000, 4.491)
...
- (9.419, 0.000, 3.357)
- (9.557, 0.000, 3.570)
- (9.665, 0.000, 3.871)
- Mesh 'NurbsPathCurve' vtx:31 face:0 loop:0 edge:29
- 0/1 1/2 2/3 3/4 4/5 ... 25/26 26/27 27/28 28/29 29/30
- attr 'position' FLOAT_VECTOR POINT
- (13.691, 0.000, 0.000)
- (14.059, 0.000, 0.419)
- (14.383, 0.000, 0.670)
...
- (16.242, 0.000, -0.671)
- (16.339, 0.000, -0.583)
- (16.430, 0.000, -0.479)
- Mesh 'PolyCircle' vtx:4 face:0 loop:0 edge:4
- 0/1 1/2 2/3 0/3
- attr 'position' FLOAT_VECTOR POINT
- (3.090, 0.000, -4.488)
- (4.090, 0.000, -5.488)
- (5.090, 0.000, -4.488)
- (4.090, 0.000, -3.488)
- Mesh 'PolyCurve' vtx:3 face:0 loop:0 edge:2
- 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, 0.000, -4.488)
- (0.371, 0.000, -5.659)
- (1.000, 0.000, -4.488)
==== Objects: 11
- Obj 'BezierCircle' MESH data:'BezierCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve2' MESH data:'BezierCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' MESH data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve' MESH data:'NurbsCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve2' MESH data:'NurbsCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsPathCurve' MESH data:'NurbsPathCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCircle' MESH data:'PolyCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCurve' MESH data:'PolyCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
all_curves_as_nurbs |
==== Meshes: 5
- Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11
- attr 'position' FLOAT_VECTOR POINT
- (2.895, 0.000, 0.000)
- (3.032, 0.000, -0.505)
- (3.390, 0.000, -0.863)
...
- (3.895, 0.000, 1.000)
- (3.390, 0.000, 0.863)
- (3.032, 0.000, 0.505)
- Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7
- 0/1 1/2 2/3 3/4 4/5 5/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, 0.000, 0.000)
- (-0.950, 0.000, -0.624)
- (-0.790, 0.000, -0.867)
...
- (0.161, 0.000, -0.347)
- (0.573, 0.000, -0.104)
- (1.000, 0.000, 0.000)
- Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28
- 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28
- attr 'position' FLOAT_VECTOR POINT
- (-0.902, 0.000, 2.693)
- (-0.956, 0.000, 2.645)
- (-1.183, 0.000, 2.632)
...
- (1.158, 0.000, 3.151)
- (1.070, 0.000, 2.817)
- (1.098, 0.000, 2.693)
- Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32
- 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31
- attr 'position' FLOAT_VECTOR POINT
- (3.188, 0.000, 7.747)
- (3.266, 0.000, 7.358)
- (3.481, 0.000, 7.040)
...
- (4.285, 0.000, 11.821)
- (5.285, 0.000, 12.821)
- (4.285, 0.000, 13.821)
- Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34
- 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33
- attr 'position' FLOAT_VECTOR POINT
- (10.600, 0.000, 8.259)
- (10.338, 0.000, 7.822)
- (10.307, 0.000, 7.552)
...
- (12.837, 0.000, 13.444)
- (12.813, 0.000, 14.125)
- (12.066, 0.000, 14.493)
==== Curves: 7
- Curve 'NurbsCircle' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:8x1 order:4x4 cyclic:True,False endp:False,False
- (11.463, 0.000, -1.000) w:1.000
- (10.463, 0.000, -1.000) w:1.000
- (10.463, 0.000, 0.000) w:1.000
...
- (12.463, 0.000, 1.000) w:1.000
- (12.463, 0.000, 0.000) w:1.000
- (12.463, 0.000, -1.000) w:1.000
- Curve 'NurbsCurve' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (9.947, 0.000, 0.000) w:1.000
- (9.447, 0.000, -1.000) w:1.000
- (7.447, 0.000, -1.000) w:1.000
- (7.143, 0.000, 2.752) w:1.000
- Curve 'NurbsCurve2' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:7x1 order:4x4 cyclic:False,False endp:False,False
- (9.772, 0.000, 6.791) w:1.000
- (9.873, 0.000, 3.403) w:1.000
- (8.725, 0.000, 2.825) w:1.000
...
- (6.842, 0.000, 2.942) w:1.000
- (5.304, 0.000, 5.296) w:1.000
- (7.084, 0.000, 7.142) w:1.000
- Curve 'NurbsPathCurve' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False
- (17.691, 0.000, 0.000) w:1.000
- (16.632, 0.000, 1.854) w:1.000
- (15.691, 0.000, 0.000) w:1.000
- (14.671, 0.000, 1.288) w:1.000
- (13.691, 0.000, 0.000) w:1.000
- Curve 'NurbsPathCurve.001' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (17.115, 0.000, 2.127) w:1.000
- (16.693, 0.000, -1.000) w:1.000
- (14.693, 0.000, -1.000) w:1.000
- (14.193, 0.000, 0.000) w:1.000
- Curve 'PolyCircle' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:2x2 cyclic:True,False endp:False,False
- (5.090, 0.000, -4.488) w:1.000
- (4.090, 0.000, -5.488) w:1.000
- (3.090, 0.000, -4.488) w:1.000
- (4.090, 0.000, -3.488) w:1.000
- Curve 'PolyCurve' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:3x1 order:2x2 cyclic:False,False endp:False,False
- (1.000, 0.000, -4.488) w:1.000
- (0.371, 0.000, -5.659) w:1.000
- (-1.000, 0.000, -4.488) w:1.000
==== Objects: 12
- Obj 'BezierCircle' MESH data:'BezierCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve2' MESH data:'BezierCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' CURVE data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve' CURVE data:'NurbsCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve2' CURVE data:'NurbsCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsPathCurve' CURVE data:'NurbsPathCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsPathCurve.001' CURVE data:'NurbsPathCurve.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCircle' CURVE data:'PolyCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCurve' CURVE data:'PolyCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 5
- Mesh 'BezierCircle' vtx:12 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 0/11
- attr 'position' FLOAT_VECTOR POINT
- (2.895, 0.000, 0.000)
- (3.032, 0.000, -0.505)
- (3.390, 0.000, -0.863)
...
- (3.895, 0.000, 1.000)
- (3.390, 0.000, 0.863)
- (3.032, 0.000, 0.505)
- Mesh 'BezierCurve' vtx:8 face:0 loop:0 edge:7
- 0/1 1/2 2/3 3/4 4/5 5/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, 0.000, 0.000)
- (-0.950, 0.000, -0.624)
- (-0.790, 0.000, -0.867)
...
- (0.161, 0.000, -0.347)
- (0.573, 0.000, -0.104)
- (1.000, 0.000, 0.000)
- Mesh 'BezierCurve2' vtx:29 face:0 loop:0 edge:28
- 0/1 1/2 2/3 3/4 4/5 ... 23/24 24/25 25/26 26/27 27/28
- attr 'position' FLOAT_VECTOR POINT
- (-0.902, 0.000, 2.693)
- (-0.956, 0.000, 2.645)
- (-1.183, 0.000, 2.632)
...
- (1.158, 0.000, 3.151)
- (1.070, 0.000, 2.817)
- (1.098, 0.000, 2.693)
- Mesh 'MultiCurve_BezierNurbPoly' vtx:32 face:0 loop:0 edge:32
- 0/1 1/2 2/3 3/4 4/5 ... 16/27 28/29 29/30 30/31 28/31
- attr 'position' FLOAT_VECTOR POINT
- (3.188, 0.000, 7.747)
- (3.266, 0.000, 7.358)
- (3.481, 0.000, 7.040)
...
- (4.285, 0.000, 11.821)
- (5.285, 0.000, 12.821)
- (4.285, 0.000, 13.821)
- Mesh 'MultiCurve_NurbPolyBezier' vtx:34 face:0 loop:0 edge:34
- 0/1 1/2 2/3 3/4 4/5 ... 29/30 30/31 31/32 32/33 24/33
- attr 'position' FLOAT_VECTOR POINT
- (10.600, 0.000, 8.259)
- (10.338, 0.000, 7.822)
- (10.307, 0.000, 7.552)
...
- (12.837, 0.000, 13.444)
- (12.813, 0.000, 14.125)
- (12.066, 0.000, 14.493)
==== Curves: 7
- Curve 'NurbsCircle' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:8x1 order:4x4 cyclic:True,False endp:False,False
- (11.463, 0.000, -1.000) w:1.000
- (10.463, 0.000, -1.000) w:1.000
- (10.463, 0.000, 0.000) w:1.000
...
- (12.463, 0.000, 1.000) w:1.000
- (12.463, 0.000, 0.000) w:1.000
- (12.463, 0.000, -1.000) w:1.000
- Curve 'NurbsCurve' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (9.947, 0.000, 0.000) w:1.000
- (9.447, 0.000, -1.000) w:1.000
- (7.447, 0.000, -1.000) w:1.000
- (7.143, 0.000, 2.752) w:1.000
- Curve 'NurbsCurve2' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:7x1 order:4x4 cyclic:False,False endp:False,False
- (9.772, 0.000, 6.791) w:1.000
- (9.873, 0.000, 3.403) w:1.000
- (8.725, 0.000, 2.825) w:1.000
...
- (6.842, 0.000, 2.942) w:1.000
- (5.304, 0.000, 5.296) w:1.000
- (7.084, 0.000, 7.142) w:1.000
- Curve 'NurbsPathCurve' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False
- (17.691, 0.000, 0.000) w:1.000
- (16.632, 0.000, 1.854) w:1.000
- (15.691, 0.000, 0.000) w:1.000
- (14.671, 0.000, 1.288) w:1.000
- (13.691, 0.000, 0.000) w:1.000
- Curve 'NurbsPathCurve.001' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (17.115, 0.000, 2.127) w:1.000
- (16.693, 0.000, -1.000) w:1.000
- (14.693, 0.000, -1.000) w:1.000
- (14.193, 0.000, 0.000) w:1.000
- Curve 'PolyCircle' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:2x2 cyclic:True,False endp:False,False
- (5.090, 0.000, -4.488) w:1.000
- (4.090, 0.000, -5.488) w:1.000
- (3.090, 0.000, -4.488) w:1.000
- (4.090, 0.000, -3.488) w:1.000
- Curve 'PolyCurve' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:3x1 order:2x2 cyclic:False,False endp:False,False
- (1.000, 0.000, -4.488) w:1.000
- (0.371, 0.000, -5.659) w:1.000
- (-1.000, 0.000, -4.488) w:1.000
==== Objects: 12
- Obj 'BezierCircle' MESH data:'BezierCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BezierCurve2' MESH data:'BezierCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_BezierNurbPoly' MESH data:'MultiCurve_BezierNurbPoly'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MultiCurve_NurbPolyBezier' MESH data:'MultiCurve_NurbPolyBezier'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' CURVE data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve' CURVE data:'NurbsCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurve2' CURVE data:'NurbsCurve2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsPathCurve' CURVE data:'NurbsPathCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsPathCurve.001' CURVE data:'NurbsPathCurve.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCircle' CURVE data:'PolyCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PolyCurve' CURVE data:'PolyCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
all_objects |
==== Meshes: 18
- Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -2.000, 0.000)
- (-0.875, -1.895, 0.000)
- (-0.748, -1.826, 0.000)
...
- (0.539, -1.965, 0.000)
- (0.760, -1.990, 0.000)
- (1.000, -2.000, 0.000)
- Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (-1.000, -1.000, -1.000)
...
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13
- 2 6 7 3 4 ... 1 2 0 2 3
- 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2
- attr 'position' FLOAT_VECTOR POINT
- (28.000, 1.000, -1.000)
- (28.000, -1.000, -1.000)
- (26.000, -1.000, -1.000)
...
- (28.000, -1.000, 1.000)
- (26.000, -1.000, 1.000)
- (26.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 1 2 3 4 5 5
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 6 materials
- 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark'
- Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96
- 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95
- attr 'position' FLOAT_VECTOR POINT
- (3.293, -2.707, 0.000)
- (3.224, -2.631, 0.000)
- (3.165, -2.552, 0.000)
...
- (3.526, -2.883, 0.000)
- (3.448, -2.835, 0.000)
- (3.369, -2.776, 0.000)
- Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4
- 0/1 1/2 2/3 0/3
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -3.000, 0.000)
- (1.000, -2.000, 0.000)
- (2.000, -1.000, 0.000)
- (3.000, -2.000, 0.000)
- Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (22.000, 1.000, -1.000)
- (22.000, -1.000, -1.000)
- (20.000, -1.000, -1.000)
...
- (22.000, -1.000, 1.000)
- (20.000, -1.000, 1.000)
- (20.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (19.000, 1.000, -1.000)
- (19.000, -1.000, -1.000)
- (17.000, -1.000, -1.000)
...
- (19.000, -1.000, 1.000)
- (17.000, -1.000, 0.000)
- (17.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (2.000, -1.000, -1.000)
...
- (4.000, -1.000, 1.000)
- (2.000, -1.000, 1.000)
- (2.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Surface' vtx:256 face:224 loop:896 edge:480
- 1 9 8 0 2 ... 253 255 7 6 254
- 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255
- attr 'position' FLOAT_VECTOR POINT
- (7.293, -2.707, -1.000)
- (7.293, -2.707, -0.714)
- (7.293, -2.707, -0.429)
...
- (7.526, -2.883, 0.429)
- (7.526, -2.883, 0.714)
- (7.526, -2.883, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.143)
- (0.031, 0.143)
- (0.031, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.857)
- (0.969, 0.857)
- 1 materials
- 'Material'
- Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480
- 1 17 16 0 2 ... 237 239 255 254 238
- 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255
- attr 'position' FLOAT_VECTOR POINT
- (12.500, -2.500, 0.694)
- (12.567, -2.500, 0.720)
- (12.633, -2.500, 0.743)
...
- (13.367, -1.500, 0.743)
- (13.433, -1.500, 0.720)
- (13.500, -1.500, 0.694)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.067)
- (0.067, 0.067)
- (0.067, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.933)
- (0.933, 0.933)
- Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248
- 0 32 63 31 1 ... 605 607 639 638 606
- 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639
- attr 'position' FLOAT_VECTOR POINT
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
...
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (102, -7523)
- (45, 32767)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.053, 1.000)
- (0.053, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.947, 0.938)
- Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048
- 0 32 63 31 1 ... 1021 1023 31 30 1022
- 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015
- attr 'position' FLOAT_VECTOR POINT
- (5.345, -2.655, -0.177)
- (5.561, -2.819, -0.177)
- (5.750, -2.898, -0.177)
...
- (5.134, -2.103, -0.221)
- (5.158, -2.235, -0.221)
- (5.233, -2.412, -0.221)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.031, 1.000)
- (0.031, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.969, 0.938)
- 1 materials
- 'Material'
- Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208
- 47 48 51 50 48 ... 104 25 104 103 24
- 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104
- attr 'position' FLOAT_VECTOR POINT
- (24.444, 0.503, -0.754)
- (24.556, -0.646, -0.582)
- (23.556, -0.386, -0.580)
...
- (23.509, 0.179, -0.699)
- (23.552, 0.389, -0.640)
- (23.791, 0.461, -0.767)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Text' vtx:177 face:171 loop:513 edge:345
- 1 57 0 1 56 ... 176 172 173 174 175
- 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175
- attr 'position' FLOAT_VECTOR POINT
- (1.750, -9.458, 0.000)
- (1.583, -9.621, 0.000)
- (1.583, -9.631, 0.000)
...
- (0.351, -10.000, 0.000)
- (0.351, -9.406, 0.000)
- (0.587, -9.406, 0.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 1 ... 0 1 0 1 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.018, 0.000)
- (1.000, 0.000)
- (0.000, 0.000)
...
- (0.571, 0.000)
- (0.714, 0.000)
- (0.857, 0.000)
- 1 materials
- 'Material'
- Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (5.000, -1.000, -1.000)
...
- (7.000, -1.000, 1.000)
- (5.000, -1.000, 1.000)
- (5.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (10.000, 1.000, -1.000)
- (10.000, -1.000, -1.000)
- (8.000, -1.000, -1.000)
...
- (10.000, -1.000, 1.000)
- (8.000, -1.000, 1.000)
- (8.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'Color' FLOAT_COLOR POINT
- (0.000, 0.002, 1.000, 1.000)
- (1.000, 1.000, 1.000, 1.000)
- (1.000, 0.000, 0.010, 1.000)
...
- (0.956, 0.000, 1.000, 1.000)
- (0.000, 1.000, 0.991, 1.000)
- (0.000, 0.000, 0.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (13.000, 1.000, -1.000)
- (13.000, -1.000, -1.000)
- (11.000, -1.000, -1.000)
...
- (13.000, -1.000, 1.000)
- (11.000, -1.000, 1.000)
- (11.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (16.000, 1.000, -1.000)
- (16.000, -1.000, -1.000)
- (14.000, -1.000, -1.000)
...
- (16.000, -1.000, 1.000)
- (14.000, -1.000, 1.000)
- (14.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
==== Objects: 18
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BlankCube' MESH data:'BlankCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MaterialCube' MESH data:'MaterialCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' MESH data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ParticleCube' MESH data:'ParticleCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SmoothCube' MESH data:'SmoothCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Surface' MESH data:'Surface'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfPatch' MESH data:'SurfPatch'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfSphere' MESH data:'SurfSphere'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfTorus.001' MESH data:'SurfTorus.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TaperCube' MESH data:'TaperCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Text' MESH data:'Text'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVCube' MESH data:'UVCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVImageCube' MESH data:'UVImageCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VColCube' MESH data:'VColCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VGroupCube' MESH data:'VGroupCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 7
- Mat 'Blue'
- base color (0.000, 0.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 1.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'BlueDark'
- base color (0.000, 0.000, 0.500)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 0.500, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Green'
- base color (0.000, 1.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 1.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'GreenDark'
- base color (0.000, 0.500, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.500, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Material'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'RedDark'
- base color (0.500, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.500, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
|
==== Meshes: 18
- Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -2.000, 0.000)
- (-0.875, -1.895, 0.000)
- (-0.748, -1.826, 0.000)
...
- (0.539, -1.965, 0.000)
- (0.760, -1.990, 0.000)
- (1.000, -2.000, 0.000)
- Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (-1.000, -1.000, -1.000)
...
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13
- 2 6 7 3 4 ... 1 2 0 2 3
- 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2
- attr 'position' FLOAT_VECTOR POINT
- (28.000, 1.000, -1.000)
- (28.000, -1.000, -1.000)
- (26.000, -1.000, -1.000)
...
- (28.000, -1.000, 1.000)
- (26.000, -1.000, 1.000)
- (26.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 1 2 3 4 5 5
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 6 materials
- 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark'
- Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96
- 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95
- attr 'position' FLOAT_VECTOR POINT
- (3.293, -2.707, 0.000)
- (3.224, -2.631, 0.000)
- (3.165, -2.552, 0.000)
...
- (3.526, -2.883, 0.000)
- (3.448, -2.835, 0.000)
- (3.369, -2.776, 0.000)
- Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4
- 0/1 1/2 2/3 0/3
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -3.000, 0.000)
- (1.000, -2.000, 0.000)
- (2.000, -1.000, 0.000)
- (3.000, -2.000, 0.000)
- Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (22.000, 1.000, -1.000)
- (22.000, -1.000, -1.000)
- (20.000, -1.000, -1.000)
...
- (22.000, -1.000, 1.000)
- (20.000, -1.000, 1.000)
- (20.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (19.000, 1.000, -1.000)
- (19.000, -1.000, -1.000)
- (17.000, -1.000, -1.000)
...
- (19.000, -1.000, 1.000)
- (17.000, -1.000, 0.000)
- (17.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (2.000, -1.000, -1.000)
...
- (4.000, -1.000, 1.000)
- (2.000, -1.000, 1.000)
- (2.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Surface' vtx:256 face:224 loop:896 edge:480
- 1 9 8 0 2 ... 253 255 7 6 254
- 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255
- attr 'position' FLOAT_VECTOR POINT
- (7.293, -2.707, -1.000)
- (7.293, -2.707, -0.714)
- (7.293, -2.707, -0.429)
...
- (7.526, -2.883, 0.429)
- (7.526, -2.883, 0.714)
- (7.526, -2.883, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.143)
- (0.031, 0.143)
- (0.031, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.857)
- (0.969, 0.857)
- 1 materials
- 'Material'
- Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480
- 1 17 16 0 2 ... 237 239 255 254 238
- 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255
- attr 'position' FLOAT_VECTOR POINT
- (12.500, -2.500, 0.694)
- (12.567, -2.500, 0.720)
- (12.633, -2.500, 0.743)
...
- (13.367, -1.500, 0.743)
- (13.433, -1.500, 0.720)
- (13.500, -1.500, 0.694)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.067)
- (0.067, 0.067)
- (0.067, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.933)
- (0.933, 0.933)
- Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248
- 0 32 63 31 1 ... 605 607 639 638 606
- 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639
- attr 'position' FLOAT_VECTOR POINT
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
...
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (102, -7523)
- (45, 32767)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.053, 1.000)
- (0.053, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.947, 0.938)
- Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048
- 0 32 63 31 1 ... 1021 1023 31 30 1022
- 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015
- attr 'position' FLOAT_VECTOR POINT
- (5.345, -2.655, -0.177)
- (5.561, -2.819, -0.177)
- (5.750, -2.898, -0.177)
...
- (5.134, -2.103, -0.221)
- (5.158, -2.235, -0.221)
- (5.233, -2.412, -0.221)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.031, 1.000)
- (0.031, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.969, 0.938)
- 1 materials
- 'Material'
- Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208
- 47 48 51 50 48 ... 104 25 104 103 24
- 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104
- attr 'position' FLOAT_VECTOR POINT
- (24.444, 0.503, -0.754)
- (24.556, -0.646, -0.582)
- (23.556, -0.386, -0.580)
...
- (23.509, 0.179, -0.699)
- (23.552, 0.389, -0.640)
- (23.791, 0.461, -0.767)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Text' vtx:177 face:171 loop:513 edge:345
- 1 57 0 1 56 ... 176 172 173 174 175
- 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175
- attr 'position' FLOAT_VECTOR POINT
- (1.750, -9.458, 0.000)
- (1.583, -9.621, 0.000)
- (1.583, -9.631, 0.000)
...
- (0.351, -10.000, 0.000)
- (0.351, -9.406, 0.000)
- (0.587, -9.406, 0.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 1 ... 0 1 0 1 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.018, 0.000)
- (1.000, 0.000)
- (0.000, 0.000)
...
- (0.571, 0.000)
- (0.714, 0.000)
- (0.857, 0.000)
- 1 materials
- 'Material'
- Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (5.000, -1.000, -1.000)
...
- (7.000, -1.000, 1.000)
- (5.000, -1.000, 1.000)
- (5.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (10.000, 1.000, -1.000)
- (10.000, -1.000, -1.000)
- (8.000, -1.000, -1.000)
...
- (10.000, -1.000, 1.000)
- (8.000, -1.000, 1.000)
- (8.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'Color' FLOAT_COLOR POINT
- (0.000, 0.002, 1.000, 1.000)
- (1.000, 1.000, 1.000, 1.000)
- (1.000, 0.000, 0.010, 1.000)
...
- (0.956, 0.000, 1.000, 1.000)
- (0.000, 1.000, 0.991, 1.000)
- (0.000, 0.000, 0.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (13.000, 1.000, -1.000)
- (13.000, -1.000, -1.000)
- (11.000, -1.000, -1.000)
...
- (13.000, -1.000, 1.000)
- (11.000, -1.000, 1.000)
- (11.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (16.000, 1.000, -1.000)
- (16.000, -1.000, -1.000)
- (14.000, -1.000, -1.000)
...
- (16.000, -1.000, 1.000)
- (14.000, -1.000, 1.000)
- (14.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
==== Objects: 18
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BlankCube' MESH data:'BlankCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MaterialCube' MESH data:'MaterialCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' MESH data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ParticleCube' MESH data:'ParticleCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SmoothCube' MESH data:'SmoothCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Surface' MESH data:'Surface'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfPatch' MESH data:'SurfPatch'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfSphere' MESH data:'SurfSphere'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfTorus.001' MESH data:'SurfTorus.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TaperCube' MESH data:'TaperCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Text' MESH data:'Text'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVCube' MESH data:'UVCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVImageCube' MESH data:'UVImageCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VColCube' MESH data:'VColCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VGroupCube' MESH data:'VGroupCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 7
- Mat 'Blue'
- base color (0.000, 0.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 1.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'BlueDark'
- base color (0.000, 0.000, 0.500)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 0.500, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Green'
- base color (0.000, 1.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 1.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'GreenDark'
- base color (0.000, 0.500, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.500, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Material'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'RedDark'
- base color (0.500, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.500, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
|
|
all_objects_mat_groups |
==== Meshes: 18
- Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -2.000, 0.000)
- (-0.875, -1.895, 0.000)
- (-0.748, -1.826, 0.000)
...
- (0.539, -1.965, 0.000)
- (0.760, -1.990, 0.000)
- (1.000, -2.000, 0.000)
- Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (-1.000, -1.000, -1.000)
...
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13
- 2 6 7 3 4 ... 1 2 0 2 3
- 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2
- attr 'position' FLOAT_VECTOR POINT
- (28.000, 1.000, -1.000)
- (28.000, -1.000, -1.000)
- (26.000, -1.000, -1.000)
...
- (28.000, -1.000, 1.000)
- (26.000, -1.000, 1.000)
- (26.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 1 2 3 4 5 5
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 6 materials
- 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark'
- Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96
- 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95
- attr 'position' FLOAT_VECTOR POINT
- (3.293, -2.707, 0.000)
- (3.224, -2.631, 0.000)
- (3.165, -2.552, 0.000)
...
- (3.526, -2.883, 0.000)
- (3.448, -2.835, 0.000)
- (3.369, -2.776, 0.000)
- Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4
- 0/1 1/2 2/3 0/3
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -3.000, 0.000)
- (1.000, -2.000, 0.000)
- (2.000, -1.000, 0.000)
- (3.000, -2.000, 0.000)
- Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (22.000, 1.000, -1.000)
- (22.000, -1.000, -1.000)
- (20.000, -1.000, -1.000)
...
- (22.000, -1.000, 1.000)
- (20.000, -1.000, 1.000)
- (20.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (19.000, 1.000, -1.000)
- (19.000, -1.000, -1.000)
- (17.000, -1.000, -1.000)
...
- (19.000, -1.000, 1.000)
- (17.000, -1.000, 0.000)
- (17.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (2.000, -1.000, -1.000)
...
- (4.000, -1.000, 1.000)
- (2.000, -1.000, 1.000)
- (2.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Surface' vtx:256 face:224 loop:896 edge:480
- 1 9 8 0 2 ... 253 255 7 6 254
- 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255
- attr 'position' FLOAT_VECTOR POINT
- (7.293, -2.707, -1.000)
- (7.293, -2.707, -0.714)
- (7.293, -2.707, -0.429)
...
- (7.526, -2.883, 0.429)
- (7.526, -2.883, 0.714)
- (7.526, -2.883, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.143)
- (0.031, 0.143)
- (0.031, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.857)
- (0.969, 0.857)
- 1 materials
- 'Material'
- Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480
- 1 17 16 0 2 ... 237 239 255 254 238
- 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255
- attr 'position' FLOAT_VECTOR POINT
- (12.500, -2.500, 0.694)
- (12.567, -2.500, 0.720)
- (12.633, -2.500, 0.743)
...
- (13.367, -1.500, 0.743)
- (13.433, -1.500, 0.720)
- (13.500, -1.500, 0.694)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.067)
- (0.067, 0.067)
- (0.067, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.933)
- (0.933, 0.933)
- Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248
- 0 32 63 31 1 ... 605 607 639 638 606
- 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639
- attr 'position' FLOAT_VECTOR POINT
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
...
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (102, -7523)
- (45, 32767)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.053, 1.000)
- (0.053, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.947, 0.938)
- Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048
- 0 32 63 31 1 ... 1021 1023 31 30 1022
- 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015
- attr 'position' FLOAT_VECTOR POINT
- (5.345, -2.655, -0.177)
- (5.561, -2.819, -0.177)
- (5.750, -2.898, -0.177)
...
- (5.134, -2.103, -0.221)
- (5.158, -2.235, -0.221)
- (5.233, -2.412, -0.221)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.031, 1.000)
- (0.031, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.969, 0.938)
- 1 materials
- 'Material'
- Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208
- 47 48 51 50 48 ... 104 25 104 103 24
- 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104
- attr 'position' FLOAT_VECTOR POINT
- (24.444, 0.503, -0.754)
- (24.556, -0.646, -0.582)
- (23.556, -0.386, -0.580)
...
- (23.509, 0.179, -0.699)
- (23.552, 0.389, -0.640)
- (23.791, 0.461, -0.767)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Text' vtx:177 face:171 loop:513 edge:345
- 1 57 0 1 56 ... 176 172 173 174 175
- 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175
- attr 'position' FLOAT_VECTOR POINT
- (1.750, -9.458, 0.000)
- (1.583, -9.621, 0.000)
- (1.583, -9.631, 0.000)
...
- (0.351, -10.000, 0.000)
- (0.351, -9.406, 0.000)
- (0.587, -9.406, 0.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 1 ... 0 1 0 1 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.018, 0.000)
- (1.000, 0.000)
- (0.000, 0.000)
...
- (0.571, 0.000)
- (0.714, 0.000)
- (0.857, 0.000)
- 1 materials
- 'Material'
- Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (5.000, -1.000, -1.000)
...
- (7.000, -1.000, 1.000)
- (5.000, -1.000, 1.000)
- (5.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (10.000, 1.000, -1.000)
- (10.000, -1.000, -1.000)
- (8.000, -1.000, -1.000)
...
- (10.000, -1.000, 1.000)
- (8.000, -1.000, 1.000)
- (8.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (13.000, 1.000, -1.000)
- (13.000, -1.000, -1.000)
- (11.000, -1.000, -1.000)
...
- (13.000, -1.000, 1.000)
- (11.000, -1.000, 1.000)
- (11.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (16.000, 1.000, -1.000)
- (16.000, -1.000, -1.000)
- (14.000, -1.000, -1.000)
...
- (16.000, -1.000, 1.000)
- (14.000, -1.000, 1.000)
- (14.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
==== Objects: 18
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BlankCube' MESH data:'BlankCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MaterialCube' MESH data:'MaterialCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' MESH data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ParticleCube' MESH data:'ParticleCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SmoothCube' MESH data:'SmoothCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Surface' MESH data:'Surface'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfPatch' MESH data:'SurfPatch'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfSphere' MESH data:'SurfSphere'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfTorus.001' MESH data:'SurfTorus.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TaperCube' MESH data:'TaperCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Text' MESH data:'Text'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVCube' MESH data:'UVCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVImageCube' MESH data:'UVImageCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VColCube' MESH data:'VColCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VGroupCube' MESH data:'VGroupCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 7
- Mat 'Blue'
- base color (0.000, 0.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 1.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'BlueDark'
- base color (0.000, 0.000, 0.500)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 0.500, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Green'
- base color (0.000, 1.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 1.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'GreenDark'
- base color (0.000, 0.500, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.500, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Material'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'RedDark'
- base color (0.500, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.500, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
|
==== Meshes: 18
- Mesh 'BezierCurve' vtx:13 face:0 loop:0 edge:12
- 0/1 1/2 2/3 3/4 4/5 ... 7/8 8/9 9/10 10/11 11/12
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -2.000, 0.000)
- (-0.875, -1.895, 0.000)
- (-0.748, -1.826, 0.000)
...
- (0.539, -1.965, 0.000)
- (0.760, -1.990, 0.000)
- (1.000, -2.000, 0.000)
- Mesh 'BlankCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (-1.000, -1.000, -1.000)
...
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'MaterialCube' vtx:8 face:7 loop:26 edge:13
- 2 6 7 3 4 ... 1 2 0 2 3
- 2/3 2/6 6/7 3/7 4/7 ... 5/6 0/1 1/5 1/2 0/2
- attr 'position' FLOAT_VECTOR POINT
- (28.000, 1.000, -1.000)
- (28.000, -1.000, -1.000)
- (26.000, -1.000, -1.000)
...
- (28.000, -1.000, 1.000)
- (26.000, -1.000, 1.000)
- (26.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 1 2 3 4 5 5
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 6 materials
- 'Red' 'Green' 'Blue' 'RedDark' 'GreenDark' 'BlueDark'
- Mesh 'NurbsCircle' vtx:96 face:0 loop:0 edge:96
- 0/1 1/2 2/3 3/4 4/5 ... 91/92 92/93 93/94 94/95 0/95
- attr 'position' FLOAT_VECTOR POINT
- (3.293, -2.707, 0.000)
- (3.224, -2.631, 0.000)
- (3.165, -2.552, 0.000)
...
- (3.526, -2.883, 0.000)
- (3.448, -2.835, 0.000)
- (3.369, -2.776, 0.000)
- Mesh 'NurbsCircle.001' vtx:4 face:0 loop:0 edge:4
- 0/1 1/2 2/3 0/3
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -3.000, 0.000)
- (1.000, -2.000, 0.000)
- (2.000, -1.000, 0.000)
- (3.000, -2.000, 0.000)
- Mesh 'ParticleCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (22.000, 1.000, -1.000)
- (22.000, -1.000, -1.000)
- (20.000, -1.000, -1.000)
...
- (22.000, -1.000, 1.000)
- (20.000, -1.000, 1.000)
- (20.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'ShapeKeyCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (19.000, 1.000, -1.000)
- (19.000, -1.000, -1.000)
- (17.000, -1.000, -1.000)
...
- (19.000, -1.000, 1.000)
- (17.000, -1.000, 0.000)
- (17.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'SmoothCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (2.000, -1.000, -1.000)
...
- (4.000, -1.000, 1.000)
- (2.000, -1.000, 1.000)
- (2.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Surface' vtx:256 face:224 loop:896 edge:480
- 1 9 8 0 2 ... 253 255 7 6 254
- 0/1 1/9 8/9 0/8 1/2 ... 3/251 4/252 5/253 6/254 7/255
- attr 'position' FLOAT_VECTOR POINT
- (7.293, -2.707, -1.000)
- (7.293, -2.707, -0.714)
- (7.293, -2.707, -0.429)
...
- (7.526, -2.883, 0.429)
- (7.526, -2.883, 0.714)
- (7.526, -2.883, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.143)
- (0.031, 0.143)
- (0.031, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.857)
- (0.969, 0.857)
- 1 materials
- 'Material'
- Mesh 'SurfPatch' vtx:256 face:225 loop:900 edge:480
- 1 17 16 0 2 ... 237 239 255 254 238
- 0/1 1/17 16/17 0/16 1/2 ... 252/253 238/254 253/254 239/255 254/255
- attr 'position' FLOAT_VECTOR POINT
- (12.500, -2.500, 0.694)
- (12.567, -2.500, 0.720)
- (12.633, -2.500, 0.743)
...
- (13.367, -1.500, 0.743)
- (13.433, -1.500, 0.720)
- (13.500, -1.500, 0.694)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.067)
- (0.067, 0.067)
- (0.067, 0.000)
...
- (1.000, 1.000)
- (1.000, 0.933)
- (0.933, 0.933)
- Mesh 'SurfSphere' vtx:640 face:608 loop:2432 edge:1248
- 0 32 63 31 1 ... 605 607 639 638 606
- 0/31 0/32 32/63 31/63 0/1 ... 605/637 636/637 606/638 637/638 638/639
- attr 'position' FLOAT_VECTOR POINT
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
- (11.000, -2.000, -1.000)
...
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- (11.000, -2.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (102, -7523)
- (45, 32767)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.053, 1.000)
- (0.053, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.947, 0.938)
- Mesh 'SurfTorus.001' vtx:1024 face:1024 loop:4096 edge:2048
- 0 32 63 31 1 ... 1021 1023 31 30 1022
- 0/31 0/32 32/63 0/1 32/33 ... 1015/1016 31/1023 7/999 15/1007 23/1015
- attr 'position' FLOAT_VECTOR POINT
- (5.345, -2.655, -0.177)
- (5.561, -2.819, -0.177)
- (5.750, -2.898, -0.177)
...
- (5.134, -2.103, -0.221)
- (5.158, -2.235, -0.221)
- (5.233, -2.412, -0.221)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 1.000)
- (0.031, 1.000)
- (0.031, 0.969)
...
- (1.000, 0.969)
- (1.000, 0.938)
- (0.969, 0.938)
- 1 materials
- 'Material'
- Mesh 'TaperCube' vtx:106 face:104 loop:416 edge:208
- 47 48 51 50 48 ... 104 25 104 103 24
- 47/50 47/48 48/51 50/51 48/49 ... 23/102 46/102 24/103 13/104 25/104
- attr 'position' FLOAT_VECTOR POINT
- (24.444, 0.503, -0.754)
- (24.556, -0.646, -0.582)
- (23.556, -0.386, -0.580)
...
- (23.509, 0.179, -0.699)
- (23.552, 0.389, -0.640)
- (23.791, 0.461, -0.767)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'Text' vtx:177 face:171 loop:513 edge:345
- 1 57 0 1 56 ... 176 172 173 174 175
- 0/1 1/57 0/57 1/56 56/57 ... 173/175 172/175 175/176 173/174 174/175
- attr 'position' FLOAT_VECTOR POINT
- (1.750, -9.458, 0.000)
- (1.583, -9.621, 0.000)
- (1.583, -9.631, 0.000)
...
- (0.351, -10.000, 0.000)
- (0.351, -9.406, 0.000)
- (0.587, -9.406, 0.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 1 ... 0 1 0 1 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.018, 0.000)
- (1.000, 0.000)
- (0.000, 0.000)
...
- (0.571, 0.000)
- (0.714, 0.000)
- (0.857, 0.000)
- 1 materials
- 'Material'
- Mesh 'UVCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (5.000, -1.000, -1.000)
...
- (7.000, -1.000, 1.000)
- (5.000, -1.000, 1.000)
- (5.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'UVImageCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (10.000, 1.000, -1.000)
- (10.000, -1.000, -1.000)
- (8.000, -1.000, -1.000)
...
- (10.000, -1.000, 1.000)
- (8.000, -1.000, 1.000)
- (8.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.655, 0.580)
- (0.089, 0.796)
- (0.000, 0.216)
...
- (1.000, 0.784)
- (0.345, 0.420)
- (0.435, 1.000)
- 1 materials
- 'Material'
- Mesh 'VColCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (13.000, 1.000, -1.000)
- (13.000, -1.000, -1.000)
- (11.000, -1.000, -1.000)
...
- (13.000, -1.000, 1.000)
- (11.000, -1.000, 1.000)
- (11.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
- Mesh 'VGroupCube' vtx:8 face:7 loop:26 edge:13
- 4 7 6 5 0 ... 1 2 0 2 3
- 4/5 4/7 6/7 5/6 0/1 ... 2/6 2/3 3/7 0/3 0/2
- attr 'position' FLOAT_VECTOR POINT
- (16.000, 1.000, -1.000)
- (16.000, -1.000, -1.000)
- (14.000, -1.000, -1.000)
...
- (16.000, -1.000, 1.000)
- (14.000, -1.000, 1.000)
- (14.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'Material'
==== Objects: 18
- Obj 'BezierCurve' MESH data:'BezierCurve'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BlankCube' MESH data:'BlankCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'MaterialCube' MESH data:'MaterialCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle' MESH data:'NurbsCircle'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCircle.001' MESH data:'NurbsCircle.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ParticleCube' MESH data:'ParticleCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ShapeKeyCube' MESH data:'ShapeKeyCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SmoothCube' MESH data:'SmoothCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Surface' MESH data:'Surface'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfPatch' MESH data:'SurfPatch'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfSphere' MESH data:'SurfSphere'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SurfTorus.001' MESH data:'SurfTorus.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TaperCube' MESH data:'TaperCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Text' MESH data:'Text'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVCube' MESH data:'UVCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'UVImageCube' MESH data:'UVImageCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VColCube' MESH data:'VColCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'VGroupCube' MESH data:'VGroupCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 7
- Mat 'Blue'
- base color (0.000, 0.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 1.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'BlueDark'
- base color (0.000, 0.000, 0.500)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.000, 0.500, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Green'
- base color (0.000, 1.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 1.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'GreenDark'
- base color (0.000, 0.500, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.000, 0.500, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Material'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'RedDark'
- base color (0.500, 0.000, 0.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.000
- viewport diffuse (0.500, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
|
|
all_quads |
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:6 loop:24 edge:12
- 4 0 3 7 6 ... 4 3 0 1 2
- 4/7 0/4 0/3 3/7 2/6 ... 1/2 1/5 5/6 0/1 4/5
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -2.000, -2.000)
- (2.000, -2.000, 2.000)
- (-2.000, -2.000, 2.000)
...
- (2.000, 2.000, 2.000)
- (-2.000, 2.000, 2.000)
- (-2.000, 2.000, -2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
...
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:6 loop:24 edge:12
- 4 0 3 7 6 ... 4 3 0 1 2
- 4/7 0/4 0/3 3/7 2/6 ... 1/2 1/5 5/6 0/1 4/5
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -2.000, -2.000)
- (2.000, -2.000, 2.000)
- (-2.000, -2.000, 2.000)
...
- (2.000, 2.000, 2.000)
- (-2.000, 2.000, 2.000)
- (-2.000, 2.000, -2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
...
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
all_tris |
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:12 loop:36 edge:18
- 4 0 7 0 3 ... 1 2 0 2 3
- 4/7 0/4 0/7 0/3 3/7 ... 0/1 1/4 4/5 4/6 0/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, -1.000)
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
...
- (1.000, 1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, 1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 0 1 1 ... 1 0 1 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (0.000, 1.000)
...
- (0.000, 0.000)
- (1.000, 1.000)
- (0.000, 1.000)
- 1 materials
- 'Material'
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 1
- Mat 'Material'
- base color (0.800, 0.800, 0.800)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:12 loop:36 edge:18
- 4 0 7 0 3 ... 1 2 0 2 3
- 4/7 0/4 0/7 0/3 3/7 ... 0/1 1/4 4/5 4/6 0/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, -1.000)
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
...
- (1.000, 1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, 1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 0 1 1 ... 1 0 1 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (0.000, 1.000)
...
- (0.000, 0.000)
- (1.000, 1.000)
- (0.000, 1.000)
- 1 materials
- 'Material'
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 1
- Mat 'Material'
- base color (0.800, 0.800, 0.800)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
|
cube |
==== Meshes: 1
- Mesh 'cube' vtx:8 face:6 loop:24 edge:12
- 3 2 1 0 0 ... 0 4 5 6 7
- 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (-25129, 8192)
- (-25129, 8192)
- (-25129, 8192)
...
- (-25129, 8192)
- (-25129, 8192)
- (-25129, 8192)
- 1 materials
- 'red'
==== Objects: 1
- Obj 'cube' MESH data:'cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 1
- Mat 'red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
==== Meshes: 1
- Mesh 'cube' vtx:8 face:6 loop:24 edge:12
- 3 2 1 0 0 ... 0 4 5 6 7
- 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (-25129, 8192)
- (-25129, 8192)
- (-25129, 8192)
...
- (-25129, 8192)
- (-25129, 8192)
- (-25129, 8192)
- 1 materials
- 'red'
==== Objects: 1
- Obj 'cube' MESH data:'cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 1
- Mat 'red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
|
cube_all_data_triangulated |
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:12 loop:36 edge:18
- 1 3 0 7 5 ... 6 7 0 3 7
- 0/1 1/3 0/3 4/7 5/7 ... 3/7 0/7 6/7 5/6 2/6
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (-1.000, -1.000, -1.000)
...
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 0 1 1 0 ... 1 0 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (1.000, 0.293)
- (0.000, 0.293)
- (0.500, 0.586)
...
- (0.500, 0.586)
- (0.000, 0.293)
- (0.000, 0.707)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:12 loop:36 edge:18
- 1 3 0 7 5 ... 6 7 0 3 7
- 0/1 1/3 0/3 4/7 5/7 ... 3/7 0/7 6/7 5/6 2/6
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (-1.000, -1.000, -1.000)
...
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 0 1 1 0 ... 1 0 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (1.000, 0.293)
- (0.000, 0.293)
- (0.500, 0.586)
...
- (0.500, 0.586)
- (0.000, 0.293)
- (0.000, 0.707)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cube_loose_edges_verts |
==== Meshes: 1
- Mesh 'Cube' vtx:7 face:2 loop:8 edge:9
- 4 1 2 6 4 3 0 1
- 5/6 3/5 4/6 1/4 1/2 2/6 3/4 0/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 1 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.125, 0.500)
- (0.375, 0.500)
- (0.375, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:7 face:2 loop:8 edge:9
- 4 1 2 6 4 3 0 1
- 5/6 3/5 4/6 1/4 1/2 2/6 3/4 0/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 1 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.125, 0.500)
- (0.375, 0.500)
- (0.375, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cube_normal_edit |
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (9963, -16382)
- (9963, -16382)
- (9963, -16382)
...
- (9963, -16382)
- (9963, -16382)
- (9963, -16382)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (9963, -16382)
- (9963, -16382)
- (9963, -16382)
...
- (9963, -16382)
- (9963, -16382)
- (9963, -16382)
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cube_o_after_verts |
==== Meshes: 2
- Mesh 'ActualCube' vtx:8 face:6 loop:24 edge:12
- 3 2 1 0 0 ... 0 4 5 6 7
- 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'red'
- Mesh 'SparseTri' vtx:3 face:1 loop:3 edge:3
- 2 0 1
- 1/2 0/2 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- (-2.000, -2.000, 2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'blue'
==== Objects: 2
- Obj 'ActualCube' MESH data:'ActualCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SparseTri' MESH data:'SparseTri'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 2
- Mat 'blue'
- base color (0.800, 0.800, 0.800)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
- Mat 'red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
==== Meshes: 2
- Mesh 'ActualCube' vtx:8 face:6 loop:24 edge:12
- 3 2 1 0 0 ... 0 4 5 6 7
- 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'red'
- Mesh 'SparseTri' vtx:3 face:1 loop:3 edge:3
- 2 0 1
- 1/2 0/2 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- (-2.000, -2.000, 2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
- 1 materials
- 'blue'
==== Objects: 2
- Obj 'ActualCube' MESH data:'ActualCube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SparseTri' MESH data:'SparseTri'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 2
- Mat 'blue'
- base color (0.800, 0.800, 0.800)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
- Mat 'red'
- base color (1.000, 0.000, 0.000)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (1.000, 0.000, 0.000, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
|
cube_vertex_groups |
==== Meshes: 1
- Mesh 'CubeVGroups' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
==== Objects: 1
- Obj 'CubeVGroups' MESH data:'CubeVGroups'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'CubeVGroups' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
==== Objects: 1
- Obj 'CubeVGroups' MESH data:'CubeVGroups'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cubes_positioned |
==== Meshes: 3
- Mesh 'CubeNonOrigin' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 2.000, -4.000)
- (8.000, -2.000, -4.000)
- (8.000, 2.000, 0.000)
...
- (4.000, -2.000, -4.000)
- (4.000, 2.000, 0.000)
- (4.000, -2.000, 0.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'CubeNonOriginRotated' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (13.091, 1.121, -1.091)
- (10.993, -2.225, -0.457)
- (15.457, 0.225, 2.007)
...
- (8.543, -0.225, 1.993)
- (13.007, 2.225, 4.457)
- (10.909, -1.121, 5.091)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'CubeOrigin' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (2.000, 2.000, -2.000)
- (2.000, -2.000, -2.000)
- (2.000, 2.000, 2.000)
...
- (-2.000, -2.000, -2.000)
- (-2.000, 2.000, 2.000)
- (-2.000, -2.000, 2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
==== Objects: 3
- Obj 'CubeNonOrigin' MESH data:'CubeNonOrigin'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeNonOriginRotated' MESH data:'CubeNonOriginRotated'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeOrigin' MESH data:'CubeOrigin'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 3
- Mesh 'CubeNonOrigin' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 2.000, -4.000)
- (8.000, -2.000, -4.000)
- (8.000, 2.000, 0.000)
...
- (4.000, -2.000, -4.000)
- (4.000, 2.000, 0.000)
- (4.000, -2.000, 0.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'CubeNonOriginRotated' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (13.091, 1.121, -1.091)
- (10.993, -2.225, -0.457)
- (15.457, 0.225, 2.007)
...
- (8.543, -0.225, 1.993)
- (13.007, 2.225, 4.457)
- (10.909, -1.121, 5.091)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'CubeOrigin' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (2.000, 2.000, -2.000)
- (2.000, -2.000, -2.000)
- (2.000, 2.000, 2.000)
...
- (-2.000, -2.000, -2.000)
- (-2.000, 2.000, 2.000)
- (-2.000, -2.000, 2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
==== Objects: 3
- Obj 'CubeNonOrigin' MESH data:'CubeNonOrigin'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeNonOriginRotated' MESH data:'CubeNonOriginRotated'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeOrigin' MESH data:'CubeOrigin'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cubes_vertex_colors |
==== Meshes: 6
- Mesh 'CubeCornerByte' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.896, 0.037, 0.479, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (0.402, 0.402, 0.515, 1.000)
...
- (0.005, 0.087, 0.091, 1.000)
- (0.159, 0.323, 0.509, 1.000)
- (0.515, 0.205, 0.305, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -3.812)
- (1.000, -1.000, -3.812)
- (1.007, 1.007, -1.805)
...
- (-1.000, -1.000, -3.812)
- (-1.000, 1.000, -1.812)
- (-1.000, -1.000, -1.812)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeCornerFloat' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (1.565, 0.039, 0.664, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (0.667, 0.667, 0.682, 1.000)
...
- (0.010, 0.319, 0.333, 1.000)
- (0.316, 0.519, 33.636, 1.000)
- (0.677, 0.345, 0.408, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (3.482, 1.000, -3.812)
- (3.482, -1.000, -3.812)
- (3.489, 1.007, -1.805)
...
- (1.482, -1.000, -3.812)
- (1.482, 1.000, -1.812)
- (1.482, -1.000, -1.812)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeMultiColorAttribs' vtx:8 face:6 loop:24 edge:12
- 0 1 3 2 2 ... 0 7 3 1 5
- 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5
- attr 'Color' FLOAT_COLOR POINT
- (0.271, 0.479, 0.262, 1.000)
- (0.205, 0.440, 0.223, 1.000)
- (0.271, 0.479, 0.262, 1.000)
...
- (0.070, 0.445, 0.076, 1.000)
- (0.271, 0.479, 0.262, 1.000)
- (0.271, 0.479, 0.262, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (-4.725, -1.000, 1.000)
- (-4.725, 1.000, 1.000)
- (-4.725, -1.000, -1.000)
...
- (-2.725, 1.000, 1.000)
- (-2.725, -1.000, -1.000)
- (-2.725, 1.000, -1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeNoColors' vtx:8 face:6 loop:24 edge:12
- 0 1 3 2 2 ... 0 7 3 1 5
- 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5
- attr 'position' FLOAT_VECTOR POINT
- (-4.550, -1.000, -1.918)
- (-4.550, 1.000, -1.918)
- (-4.550, -1.000, -3.918)
...
- (-2.550, 1.000, -1.918)
- (-2.550, -1.000, -3.918)
- (-2.550, 1.000, -3.918)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeVertexByte' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.847, 0.027, 0.982, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (1.000, 1.000, 1.000, 1.000)
...
- (0.000, 0.000, 0.000, 1.000)
- (0.815, 0.651, 0.076, 1.000)
- (0.991, 0.053, 0.125, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.007, 1.007, 1.007)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeVertexFloat' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (49.995, 0.027, 0.982, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (1.000, 2.000, 3.001, 1.000)
...
- (0.000, 0.000, 0.000, 1.000)
- (0.815, 0.651, 0.076, 1.000)
- (0.991, 0.053, 0.125, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (3.392, 1.000, -1.000)
- (3.392, -1.000, -1.000)
- (3.399, 1.007, 1.007)
...
- (1.392, -1.000, -1.000)
- (1.392, 1.000, 1.000)
- (1.392, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
==== Objects: 6
- Obj 'CubeCornerByte' MESH data:'CubeCornerByte'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeCornerFloat' MESH data:'CubeCornerFloat'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeMultiColorAttribs' MESH data:'CubeMultiColorAttribs'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeNoColors' MESH data:'CubeNoColors'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeVertexByte' MESH data:'CubeVertexByte'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeVertexFloat' MESH data:'CubeVertexFloat'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 6
- Mesh 'CubeCornerByte' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.896, 0.037, 0.479, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (0.402, 0.402, 0.515, 1.000)
...
- (0.005, 0.087, 0.091, 1.000)
- (0.159, 0.323, 0.509, 1.000)
- (0.515, 0.205, 0.305, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -3.812)
- (1.000, -1.000, -3.812)
- (1.007, 1.007, -1.805)
...
- (-1.000, -1.000, -3.812)
- (-1.000, 1.000, -1.812)
- (-1.000, -1.000, -1.812)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeCornerFloat' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (1.565, 0.039, 0.664, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (0.667, 0.667, 0.682, 1.000)
...
- (0.010, 0.319, 0.333, 1.000)
- (0.316, 0.519, 33.636, 1.000)
- (0.677, 0.345, 0.408, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (3.482, 1.000, -3.812)
- (3.482, -1.000, -3.812)
- (3.489, 1.007, -1.805)
...
- (1.482, -1.000, -3.812)
- (1.482, 1.000, -1.812)
- (1.482, -1.000, -1.812)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeMultiColorAttribs' vtx:8 face:6 loop:24 edge:12
- 0 1 3 2 2 ... 0 7 3 1 5
- 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5
- attr 'Color' FLOAT_COLOR POINT
- (0.271, 0.479, 0.262, 1.000)
- (0.205, 0.440, 0.223, 1.000)
- (0.271, 0.479, 0.262, 1.000)
...
- (0.070, 0.445, 0.076, 1.000)
- (0.271, 0.479, 0.262, 1.000)
- (0.271, 0.479, 0.262, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (-4.725, -1.000, 1.000)
- (-4.725, 1.000, 1.000)
- (-4.725, -1.000, -1.000)
...
- (-2.725, 1.000, 1.000)
- (-2.725, -1.000, -1.000)
- (-2.725, 1.000, -1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeNoColors' vtx:8 face:6 loop:24 edge:12
- 0 1 3 2 2 ... 0 7 3 1 5
- 0/2 0/1 1/3 2/3 2/6 ... 4/6 5/7 4/5 0/4 1/5
- attr 'position' FLOAT_VECTOR POINT
- (-4.550, -1.000, -1.918)
- (-4.550, 1.000, -1.918)
- (-4.550, -1.000, -3.918)
...
- (-2.550, 1.000, -1.918)
- (-2.550, -1.000, -3.918)
- (-2.550, 1.000, -3.918)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeVertexByte' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.847, 0.027, 0.982, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (1.000, 1.000, 1.000, 1.000)
...
- (0.000, 0.000, 0.000, 1.000)
- (0.815, 0.651, 0.076, 1.000)
- (0.991, 0.053, 0.125, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.007, 1.007, 1.007)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeVertexFloat' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (49.995, 0.027, 0.982, 1.000)
- (0.076, 0.930, 0.973, 1.000)
- (1.000, 2.000, 3.001, 1.000)
...
- (0.000, 0.000, 0.000, 1.000)
- (0.815, 0.651, 0.076, 1.000)
- (0.991, 0.053, 0.125, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (3.392, 1.000, -1.000)
- (3.392, -1.000, -1.000)
- (3.399, 1.007, 1.007)
...
- (1.392, -1.000, -1.000)
- (1.392, 1.000, 1.000)
- (1.392, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
==== Objects: 6
- Obj 'CubeCornerByte' MESH data:'CubeCornerByte'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeCornerFloat' MESH data:'CubeCornerFloat'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeMultiColorAttribs' MESH data:'CubeMultiColorAttribs'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeNoColors' MESH data:'CubeNoColors'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeVertexByte' MESH data:'CubeVertexByte'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeVertexFloat' MESH data:'CubeVertexFloat'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cubes_vertex_colors_mrgb |
==== Meshes: 4
- Mesh 'CubeMRGB' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.871, 0.631, 0.527, 1.000)
- (0.216, 0.216, 0.216, 1.000)
- (0.051, 0.051, 0.051, 1.000)
...
- (0.000, 0.527, 0.000, 1.000)
- (0.745, 0.000, 0.000, 1.000)
- (0.014, 0.014, 0.014, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (4.000, 1.000, 1.000)
...
- (2.000, -1.000, -1.000)
- (2.000, 1.000, 1.000)
- (2.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeXYZRGB' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.604, 0.319, 0.133, 1.000)
- (0.073, 0.033, 0.010, 1.000)
- (0.214, 0.214, 0.214, 1.000)
...
- (0.010, 0.010, 0.073, 1.000)
- (0.010, 0.073, 0.319, 1.000)
- (0.010, 0.073, 1.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'TriMRGB' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'Color' FLOAT_COLOR POINT
- (1.000, 0.000, 0.000, 1.000)
- (0.000, 1.000, 0.000, 1.000)
- (0.000, 0.000, 1.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (12.000, 1.000, -1.000)
- (12.000, -1.000, -1.000)
- (10.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'TriNoColors' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 1.000, -1.000)
- (8.000, -1.000, -1.000)
- (6.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 4
- Obj 'CubeMRGB' MESH data:'CubeMRGB'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeXYZRGB' MESH data:'CubeXYZRGB'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TriMRGB' MESH data:'TriMRGB'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TriNoColors' MESH data:'TriNoColors'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 4
- Mesh 'CubeMRGB' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.871, 0.631, 0.527, 1.000)
- (0.216, 0.216, 0.216, 1.000)
- (0.051, 0.051, 0.051, 1.000)
...
- (0.000, 0.527, 0.000, 1.000)
- (0.745, 0.000, 0.000, 1.000)
- (0.014, 0.014, 0.014, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (4.000, 1.000, 1.000)
...
- (2.000, -1.000, -1.000)
- (2.000, 1.000, 1.000)
- (2.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'CubeXYZRGB' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'Color' FLOAT_COLOR POINT
- (0.604, 0.319, 0.133, 1.000)
- (0.073, 0.033, 0.010, 1.000)
- (0.214, 0.214, 0.214, 1.000)
...
- (0.010, 0.010, 0.073, 1.000)
- (0.010, 0.073, 0.319, 1.000)
- (0.010, 0.073, 1.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'TriMRGB' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'Color' FLOAT_COLOR POINT
- (1.000, 0.000, 0.000, 1.000)
- (0.000, 1.000, 0.000, 1.000)
- (0.000, 0.000, 1.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (12.000, 1.000, -1.000)
- (12.000, -1.000, -1.000)
- (10.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'TriNoColors' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 1.000, -1.000)
- (8.000, -1.000, -1.000)
- (6.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 4
- Obj 'CubeMRGB' MESH data:'CubeMRGB'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeXYZRGB' MESH data:'CubeXYZRGB'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TriMRGB' MESH data:'TriMRGB'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'TriNoColors' MESH data:'TriNoColors'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
cubes_with_textures |
==== Meshes: 4
- Mesh 'Cube4Tex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseRoughEmissNormal10'
- Mesh 'CubeTexMul' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, -2.000, -1.000)
- (4.000, -4.000, -1.000)
- (4.000, -2.000, 1.000)
...
- (2.000, -4.000, -1.000)
- (2.000, -2.000, 1.000)
- (2.000, -4.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseMul'
- Mesh 'CubeTiledTex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (4.000, 1.000, 1.000)
...
- (2.000, -1.000, -1.000)
- (2.000, 1.000, 1.000)
- (2.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseTiled'
- Mesh 'CubeTiledTexFromAnotherFolder' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (7.000, 1.000, 1.000)
...
- (5.000, -1.000, -1.000)
- (5.000, 1.000, 1.000)
- (5.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_EmissTiledAnotherFolder'
==== Objects: 4
- Obj 'Cube4Tex' MESH data:'Cube4Tex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTexMul' MESH data:'CubeTexMul'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTex' MESH data:'CubeTiledTex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTexFromAnotherFolder' MESH data:'CubeTiledTexFromAnotherFolder'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 4
- Mat 'Mat_BaseMul'
- base color (0.800, 0.200, 0.200)
- specular ior 0.200
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000 tex:'texture_checker.png' (//obj/texture_checker.png) a:False
- metallic 0.300
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//obj/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.200, 0.200, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.300, roughness 1.000
- backface False probe True shadow False
- Mat 'Mat_BaseRoughEmissNormal10'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//obj/texture_checker.png) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//obj/texture_illum.png) a:False
- emission strength 1.000
- normalmap 2.000 tex:'texture_normal.png' (texture_normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_BaseTiled'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//obj/texture_checker.png) a:False tr:(0.100, 0.200, 0.300) scl:(1.500, 3.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_EmissTiledAnotherFolder'
- base color (0.023, 0.011, 0.040)
- specular ior 0.700
- specular tint (1.000, 1.000, 1.000)
- roughness 0.300
- metallic 0.000
- ior 1.200
- alpha 0.400
- emission color (1.000, 1.000, 1.000) tex:'texture.png' (//obj/texture.png) a:False tr:(0.000, -0.400, 0.000) scl:(4.000, 3.000, 1.000)
- emission strength 1.000
- viewport diffuse (0.023, 0.011, 0.040, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.300
- backface False probe True shadow False
==== Images: 4
- Image 'texture.png' 4x4 24bpp
- Image 'texture_checker.png' 0x0 0bpp
- Image 'texture_illum.png' 0x0 0bpp
- Image 'texture_normal.png' 0x0 0bpp
|
==== Meshes: 4
- Mesh 'Cube4Tex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseRoughEmissNormal10'
- Mesh 'CubeTexMul' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, -2.000, -1.000)
- (4.000, -4.000, -1.000)
- (4.000, -2.000, 1.000)
...
- (2.000, -4.000, -1.000)
- (2.000, -2.000, 1.000)
- (2.000, -4.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseMul'
- Mesh 'CubeTiledTex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (4.000, 1.000, 1.000)
...
- (2.000, -1.000, -1.000)
- (2.000, 1.000, 1.000)
- (2.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseTiled'
- Mesh 'CubeTiledTexFromAnotherFolder' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (7.000, 1.000, 1.000)
...
- (5.000, -1.000, -1.000)
- (5.000, 1.000, 1.000)
- (5.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_EmissTiledAnotherFolder'
==== Objects: 4
- Obj 'Cube4Tex' MESH data:'Cube4Tex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTexMul' MESH data:'CubeTexMul'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTex' MESH data:'CubeTiledTex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTexFromAnotherFolder' MESH data:'CubeTiledTexFromAnotherFolder'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 4
- Mat 'Mat_BaseMul'
- base color (0.800, 0.200, 0.200)
- specular ior 0.200
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000 tex:'texture_checker.png' (//obj/texture_checker.png) a:False
- metallic 0.300
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//obj/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.200, 0.200, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.300, roughness 1.000
- backface False probe True shadow False
- Mat 'Mat_BaseRoughEmissNormal10'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//obj/texture_checker.png) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//obj/texture_illum.png) a:False
- emission strength 1.000
- normalmap 2.000 tex:'texture_normal.png' (texture_normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_BaseTiled'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//obj/texture_checker.png) a:False tr:(0.100, 0.200, 0.300) scl:(1.500, 3.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_EmissTiledAnotherFolder'
- base color (0.023, 0.011, 0.040)
- specular ior 0.700
- specular tint (1.000, 1.000, 1.000)
- roughness 0.300
- metallic 0.000
- ior 1.200
- alpha 0.400
- emission color (1.000, 1.000, 1.000) tex:'texture.png' (//obj/texture.png) a:False tr:(0.000, -0.400, 0.000) scl:(4.000, 3.000, 1.000)
- emission strength 1.000
- viewport diffuse (0.023, 0.011, 0.040, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.300
- backface False probe True shadow False
==== Images: 4
- Image 'texture.png' 4x4 24bpp
- Image 'texture_checker.png' 0x0 0bpp
- Image 'texture_illum.png' 0x0 0bpp
- Image 'texture_normal.png' 0x0 0bpp
|
|
cubes_with_textures_rel |
==== Meshes: 4
- Mesh 'Cube4Tex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseRoughEmissNormal10'
- Mesh 'CubeTexMul' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, -2.000, -1.000)
- (4.000, -4.000, -1.000)
- (4.000, -2.000, 1.000)
...
- (2.000, -4.000, -1.000)
- (2.000, -2.000, 1.000)
- (2.000, -4.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseMul'
- Mesh 'CubeTiledTex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (4.000, 1.000, 1.000)
...
- (2.000, -1.000, -1.000)
- (2.000, 1.000, 1.000)
- (2.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseTiled'
- Mesh 'CubeTiledTexFromAnotherFolder' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (7.000, 1.000, 1.000)
...
- (5.000, -1.000, -1.000)
- (5.000, 1.000, 1.000)
- (5.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_EmissTiledAnotherFolder'
==== Objects: 4
- Obj 'Cube4Tex' MESH data:'Cube4Tex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTexMul' MESH data:'CubeTexMul'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTex' MESH data:'CubeTiledTex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTexFromAnotherFolder' MESH data:'CubeTiledTexFromAnotherFolder'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 4
- Mat 'Mat_BaseMul'
- base color (0.800, 0.200, 0.200)
- specular ior 0.200
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000 tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False
- metallic 0.300
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.200, 0.200, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.300, roughness 1.000
- backface False probe True shadow False
- Mat 'Mat_BaseRoughEmissNormal10'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- normalmap 2.000 tex:'texture_normal.png' (//blend_geometry/texture_normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_BaseTiled'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False tr:(0.100, 0.200, 0.300) scl:(1.500, 3.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_EmissTiledAnotherFolder'
- base color (0.023, 0.011, 0.040)
- specular ior 0.700
- specular tint (1.000, 1.000, 1.000)
- roughness 0.300
- metallic 0.000
- ior 1.200
- alpha 0.400
- emission color (1.000, 1.000, 1.000) tex:'texture.png' (//obj/texture.png) a:False tr:(0.000, -0.400, 0.000) scl:(4.000, 3.000, 1.000)
- emission strength 1.000
- viewport diffuse (0.023, 0.011, 0.040, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.300
- backface False probe True shadow False
==== Images: 4
- Image 'texture.png' 4x4 24bpp
- Image 'texture_checker.png' 4x4 8bpp
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_normal.png' 8x8 24bpp
|
==== Meshes: 4
- Mesh 'Cube4Tex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseRoughEmissNormal10'
- Mesh 'CubeTexMul' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, -2.000, -1.000)
- (4.000, -4.000, -1.000)
- (4.000, -2.000, 1.000)
...
- (2.000, -4.000, -1.000)
- (2.000, -2.000, 1.000)
- (2.000, -4.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseMul'
- Mesh 'CubeTiledTex' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (4.000, 1.000, -1.000)
- (4.000, -1.000, -1.000)
- (4.000, 1.000, 1.000)
...
- (2.000, -1.000, -1.000)
- (2.000, 1.000, 1.000)
- (2.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_BaseTiled'
- Mesh 'CubeTiledTexFromAnotherFolder' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (7.000, 1.000, -1.000)
- (7.000, -1.000, -1.000)
- (7.000, 1.000, 1.000)
...
- (5.000, -1.000, -1.000)
- (5.000, 1.000, 1.000)
- (5.000, -1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.993, 0.002)
- (1.984, 0.002)
- (1.984, 0.993)
...
- (0.993, -0.989)
- (0.993, 0.002)
- (0.003, 0.002)
- 1 materials
- 'Mat_EmissTiledAnotherFolder'
==== Objects: 4
- Obj 'Cube4Tex' MESH data:'Cube4Tex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTexMul' MESH data:'CubeTexMul'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTex' MESH data:'CubeTiledTex'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeTiledTexFromAnotherFolder' MESH data:'CubeTiledTexFromAnotherFolder'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 4
- Mat 'Mat_BaseMul'
- base color (0.800, 0.200, 0.200)
- specular ior 0.200
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000 tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False
- metallic 0.300
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.200, 0.200, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.300, roughness 1.000
- backface False probe True shadow False
- Mat 'Mat_BaseRoughEmissNormal10'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- normalmap 2.000 tex:'texture_normal.png' (//blend_geometry/texture_normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_BaseTiled'
- base color (0.800, 0.800, 0.800) tex:'texture_checker.png' (//blend_geometry/texture_checker.png) a:False tr:(0.100, 0.200, 0.300) scl:(1.500, 3.000, 1.000)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.500
- metallic 0.000
- ior 1.450
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.500
- backface False probe True shadow False
- Mat 'Mat_EmissTiledAnotherFolder'
- base color (0.023, 0.011, 0.040)
- specular ior 0.700
- specular tint (1.000, 1.000, 1.000)
- roughness 0.300
- metallic 0.000
- ior 1.200
- alpha 0.400
- emission color (1.000, 1.000, 1.000) tex:'texture.png' (//obj/texture.png) a:False tr:(0.000, -0.400, 0.000) scl:(4.000, 3.000, 1.000)
- emission strength 1.000
- viewport diffuse (0.023, 0.011, 0.040, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.300
- backface False probe True shadow False
==== Images: 4
- Image 'texture.png' 4x4 24bpp
- Image 'texture_checker.png' 4x4 8bpp
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_normal.png' 8x8 24bpp
|
|
edges |
==== Meshes: 1
- Mesh 'Cube' vtx:9 face:0 loop:0 edge:19
- 0/2 0/3 1/2 1/5 4/5 ... 3/6 0/6 7/8 4/8 3/8
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, -1.000)
...
- (1.000, -1.000, -1.000)
- (1.000, 0.221, 1.000)
- (-1.000, 1.000, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:9 face:0 loop:0 edge:19
- 0/2 0/3 1/2 1/5 4/5 ... 3/6 0/6 7/8 4/8 3/8
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, -1.000)
...
- (1.000, -1.000, -1.000)
- (1.000, 0.221, 1.000)
- (-1.000, 1.000, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
faces_invalid_or_with_holes |
==== Meshes: 6
- Mesh 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8
- 0 1 2 3 4 5 6 7
- 0/7 0/1 1/2 2/3 3/4 4/5 5/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 0.000, -2.000)
- (8.000, 0.000, 2.000)
- (12.000, 0.000, 2.000)
...
- (9.000, 0.000, 1.000)
- (11.000, 0.000, 1.000)
- (11.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8
- 1 2 3 7 6 5 4 0
- 0/1 1/2 2/3 3/7 6/7 5/6 4/5 0/4
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 0.000, 3.000)
- (3.000, 0.000, 7.000)
- (7.000, 0.000, 7.000)
...
- (4.000, 0.000, 6.000)
- (6.000, 0.000, 6.000)
- (6.000, 0.000, 4.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceJustTwoVerts_IsSkipped' vtx:2 face:0 loop:0 edge:0
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 0.000, 3.000)
- (8.000, 0.000, 7.000)
- Mesh 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' vtx:4 face:1 loop:4 edge:4
- 0 1 2 3
- 0/3 0/1 1/2 2/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 0.000, -2.000)
- (3.000, 0.000, 2.000)
- (7.000, 0.000, 2.000)
- (7.000, 0.000, -2.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceTriDupVert_Becomes1Tri' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, 3.000)
- (-2.000, 0.000, 7.000)
- (2.000, 0.000, 7.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceWithHole_BecomesTwoFacesFormingAHole' vtx:8 face:2 loop:12 edge:10
- 1 2 5 4 0 ... 7 6 5 2 3
- 0/1 1/2 2/5 4/5 0/4 0/3 4/7 6/7 5/6 2/3
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, -2.000)
- (-2.000, 0.000, 2.000)
- (2.000, 0.000, 2.000)
...
- (-1.000, 0.000, 1.000)
- (1.000, 0.000, 1.000)
- (1.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
==== Objects: 6
- Obj 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceJustTwoVerts_IsSkipped' MESH data:'FaceJustTwoVerts_IsSkipped'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' MESH data:'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceTriDupVert_Becomes1Tri' MESH data:'FaceTriDupVert_Becomes1Tri'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceWithHole_BecomesTwoFacesFormingAHole' MESH data:'FaceWithHole_BecomesTwoFacesFormingAHole'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 6
- Mesh 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8
- 0 1 2 3 4 5 6 7
- 0/7 0/1 1/2 2/3 3/4 4/5 5/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 0.000, -2.000)
- (8.000, 0.000, 2.000)
- (12.000, 0.000, 2.000)
...
- (9.000, 0.000, 1.000)
- (11.000, 0.000, 1.000)
- (11.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' vtx:8 face:1 loop:8 edge:8
- 1 2 3 7 6 5 4 0
- 0/1 1/2 2/3 3/7 6/7 5/6 4/5 0/4
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 0.000, 3.000)
- (3.000, 0.000, 7.000)
- (7.000, 0.000, 7.000)
...
- (4.000, 0.000, 6.000)
- (6.000, 0.000, 6.000)
- (6.000, 0.000, 4.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceJustTwoVerts_IsSkipped' vtx:2 face:0 loop:0 edge:0
- attr 'position' FLOAT_VECTOR POINT
- (8.000, 0.000, 3.000)
- (8.000, 0.000, 7.000)
- Mesh 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' vtx:4 face:1 loop:4 edge:4
- 0 1 2 3
- 0/3 0/1 1/2 2/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 0.000, -2.000)
- (3.000, 0.000, 2.000)
- (7.000, 0.000, 2.000)
- (7.000, 0.000, -2.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceTriDupVert_Becomes1Tri' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, 3.000)
- (-2.000, 0.000, 7.000)
- (2.000, 0.000, 7.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'FaceWithHole_BecomesTwoFacesFormingAHole' vtx:8 face:2 loop:12 edge:10
- 1 2 5 4 0 ... 7 6 5 2 3
- 0/1 1/2 2/5 4/5 0/4 0/3 4/7 6/7 5/6 2/3
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, -2.000)
- (-2.000, 0.000, 2.000)
- (2.000, 0.000, 2.000)
...
- (-1.000, 0.000, 1.000)
- (1.000, 0.000, 1.000)
- (1.000, 0.000, -1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
==== Objects: 6
- Obj 'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVerts_BecomesOneOverlappingFaceUsingAllVerts'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts' MESH data:'FaceAllVertsDup_BecomesOneOverlappingFaceUsingAllVerts'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceJustTwoVerts_IsSkipped' MESH data:'FaceJustTwoVerts_IsSkipped'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts' MESH data:'FaceQuadDupSomeVerts_BecomesOneQuadUsing4Verts'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceTriDupVert_Becomes1Tri' MESH data:'FaceTriDupVert_Becomes1Tri'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'FaceWithHole_BecomesTwoFacesFormingAHole' MESH data:'FaceWithHole_BecomesTwoFacesFormingAHole'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
fgons |
==== Meshes: 1
- Mesh 'Cube' vtx:9 face:12 loop:38 edge:19
- 3 0 2 8 2 ... 4 6 3 7 6
- 3/8 0/3 0/2 2/8 1/2 ... 7/8 4/7 3/7 3/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, -1.000)
...
- (1.000, -1.000, -1.000)
- (1.000, 0.221, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 0 1 1 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
...
- (1.000, 0.000)
- (1.000, 0.390)
- (0.034, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:9 face:12 loop:38 edge:19
- 3 0 2 8 2 ... 4 6 3 7 6
- 3/8 0/3 0/2 2/8 1/2 ... 7/8 4/7 3/7 3/6 6/7
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, -1.000)
...
- (1.000, -1.000, -1.000)
- (1.000, 0.221, 1.000)
- (-1.000, 1.000, 1.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 0 1 1 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
...
- (1.000, 0.000)
- (1.000, 0.390)
- (0.034, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
invalid_faces |
==== Meshes: 1
- Mesh 'TheMesh' vtx:5 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, -2.000)
- (-2.000, 0.000, 2.000)
- (2.000, 0.000, 2.000)
- (2.000, 0.000, -2.000)
- (0.000, 2.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 1
- Obj 'TheMesh' MESH data:'TheMesh'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'TheMesh' vtx:5 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, -2.000)
- (-2.000, 0.000, 2.000)
- (2.000, 0.000, 2.000)
- (2.000, 0.000, -2.000)
- (0.000, 2.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 1
- Obj 'TheMesh' MESH data:'TheMesh'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
invalid_indices |
==== Meshes: 1
- Mesh 'Quad' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, -2.000)
- (-2.000, 0.000, 2.000)
- (2.000, 0.000, 2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.500, 0.250)
- (0.500, 0.250)
- (1.000, 0.750)
==== Objects: 1
- Obj 'Quad' MESH data:'Quad'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Quad' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (-2.000, 0.000, -2.000)
- (-2.000, 0.000, 2.000)
- (2.000, 0.000, 2.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.500, 0.250)
- (0.500, 0.250)
- (1.000, 0.750)
==== Objects: 1
- Obj 'Quad' MESH data:'Quad'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
invalid_syntax |
==== Meshes: 1
- Mesh 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 2.000, 3.000)
- (6.000, 5.000, 4.000)
- (7.000, 8.000, 9.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 0
- attr 'custom_normal' INT16_2D CORNER
- (-26125, 32767)
- (-26125, -3947)
- (-26125, -17795)
- attr 'UVMap' FLOAT2 CORNER
- (0.500, 0.250)
- (0.500, 0.250)
- (1.000, 0.750)
==== Objects: 1
- Obj 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' MESH data:'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 2.000, 3.000)
- (6.000, 5.000, 4.000)
- (7.000, 8.000, 9.000)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 0
- attr 'custom_normal' INT16_2D CORNER
- (-26125, 32767)
- (-26125, -3947)
- (-26125, -17795)
- attr 'UVMap' FLOAT2 CORNER
- (0.500, 0.250)
- (0.500, 0.250)
- (1.000, 0.750)
==== Objects: 1
- Obj 'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon' MESH data:'ObjectWithAReallyLongNameToCheckHowImportHandlesNamesThatAreLon'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
makehuman |
==== Meshes: 1
- Mesh 'makehuman' vtx:15340 face:14812 loop:58256 edge:29818
- 6526 4323 4320 6525 8679 ... 14792 6660 6661 6672 6671
- 4320/4323 4320/6525 5904/5906 2536/4327 2536/5886 ... 6639/6652 6655/6666 14823/14825 14791/14793 6671/6672
- attr 'position' FLOAT_VECTOR POINT
- (0.313, 8.214, 0.596)
- (0.352, 8.175, 0.596)
- (0.313, 8.136, 0.596)
...
- (0.069, 9.074, -0.610)
- (0.000, 9.074, -0.541)
- (0.000, 9.074, -0.679)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (128, 29865)
- (390, 16462)
- (564, 5849)
...
- (587, 10871)
- (988, 18914)
- (2037, 5266)
- attr 'UVMap' FLOAT2 CORNER
- (0.141, 0.486)
- (0.126, 0.480)
- (0.126, 0.468)
...
- (0.405, 0.948)
- (0.406, 0.945)
- (0.415, 0.948)
- 1 materials
- 'basic'
==== Objects: 1
- Obj 'makehuman' MESH data:'makehuman'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 1
- Mat 'basic'
- base color (0.800, 0.800, 0.800)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
==== Meshes: 1
- Mesh 'makehuman' vtx:15340 face:14812 loop:58256 edge:29818
- 6526 4323 4320 6525 8679 ... 14792 6660 6661 6672 6671
- 4320/4323 4320/6525 5904/5906 2536/4327 2536/5886 ... 6639/6652 6655/6666 14823/14825 14791/14793 6671/6672
- attr 'position' FLOAT_VECTOR POINT
- (0.313, 8.214, 0.596)
- (0.352, 8.175, 0.596)
- (0.313, 8.136, 0.596)
...
- (0.069, 9.074, -0.610)
- (0.000, 9.074, -0.541)
- (0.000, 9.074, -0.679)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (128, 29865)
- (390, 16462)
- (564, 5849)
...
- (587, 10871)
- (988, 18914)
- (2037, 5266)
- attr 'UVMap' FLOAT2 CORNER
- (0.141, 0.486)
- (0.126, 0.480)
- (0.126, 0.468)
...
- (0.405, 0.948)
- (0.406, 0.945)
- (0.415, 0.948)
- 1 materials
- 'basic'
==== Objects: 1
- Obj 'makehuman' MESH data:'makehuman'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 1
- Mat 'basic'
- base color (0.800, 0.800, 0.800)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 1.000
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 1.000
- backface False probe True shadow False
|
|
materials |
==== Meshes: 3
- Mesh 'materials' vtx:8 face:6 loop:24 edge:12
- 3 2 1 0 0 ... 0 4 5 6 7
- 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0 1 2 3 3 3
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- 4 materials
- 'no_textures_red' 'four_maps' 'Clay' 'Hat'
- Mesh 'ObjMtlAfter' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 0.000, 0.000)
- (4.000, 0.000, 2.000)
- (5.000, 0.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- 2 materials
- 'no_textures_red' 'Clay'
- Mesh 'ObjMtlBefore' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (6.000, 0.000, 0.000)
- (7.000, 0.000, 2.000)
- (8.000, 0.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- 1 materials
- 'Clay'
==== Objects: 3
- Obj 'materials' MESH data:'materials'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ObjMtlAfter' MESH data:'ObjMtlAfter'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ObjMtlBefore' MESH data:'ObjMtlBefore'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 4
- Mat 'Clay'
- base color (0.800, 0.683, 0.536)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.336
- metallic 0.000
- ior 1.450
- viewport diffuse (0.800, 0.683, 0.536, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.336
- backface False probe True shadow False
- Mat 'four_maps'
- base color (0.800, 0.800, 0.800) tex:'texture.png' (//obj/texture.png) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.000 tex:'sometexture_Roughness.png' (sometexture_Roughness.png) a:False
- metallic 0.000 tex:'sometexture_Metallic.png' (sometexture_Metallic.png) a:False
- ior 1.450
- normalmap 1.000 tex:'sometexture_Normal.png' (sometexture_Normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.000
- backface False probe True shadow False
- Mat 'Hat'
- base color (0.800, 0.800, 0.800) tex:'someHatTexture_BaseColor.jpg' (someHatTexture_BaseColor.jpg) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.106 tex:'someHatTexture_Roughness.jpg' (someHatTexture_Roughness.jpg) a:False
- metallic 0.000 tex:'someHatTexture_Metalness.jpg' (someHatTexture_Metalness.jpg) a:False
- ior 1.500
- normalmap 0.500 tex:'someHatTexture_Normal.jpg' (someHatTexture_Normal.jpg) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.106
- backface False probe True shadow False
- Mat 'no_textures_red'
- base color (0.800, 0.300, 0.100)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 0.925
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.300, 0.100, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.925
- backface False probe True shadow False
==== Images: 8
- Image 'someHatTexture_BaseColor.jpg' 0x0 0bpp
- Image 'someHatTexture_Metalness.jpg' 0x0 0bpp
- Image 'someHatTexture_Normal.jpg' 0x0 0bpp
- Image 'someHatTexture_Roughness.jpg' 0x0 0bpp
- Image 'sometexture_Metallic.png' 0x0 0bpp
- Image 'sometexture_Normal.png' 0x0 0bpp
- Image 'sometexture_Roughness.png' 0x0 0bpp
- Image 'texture.png' 4x4 24bpp
|
==== Meshes: 3
- Mesh 'materials' vtx:8 face:6 loop:24 edge:12
- 3 2 1 0 0 ... 0 4 5 6 7
- 0/3 2/3 1/2 0/1 0/4 ... 2/6 5/6 3/7 6/7 4/7
- attr 'position' FLOAT_VECTOR POINT
- (-1.000, -1.000, 1.000)
- (-1.000, 1.000, 1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, 1.000, -1.000)
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0 1 2 3 3 3
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- 4 materials
- 'no_textures_red' 'four_maps' 'Clay' 'Hat'
- Mesh 'ObjMtlAfter' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 0.000, 0.000)
- (4.000, 0.000, 2.000)
- (5.000, 0.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- 2 materials
- 'no_textures_red' 'Clay'
- Mesh 'ObjMtlBefore' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (6.000, 0.000, 0.000)
- (7.000, 0.000, 2.000)
- (8.000, 0.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- 1 materials
- 'Clay'
==== Objects: 3
- Obj 'materials' MESH data:'materials'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ObjMtlAfter' MESH data:'ObjMtlAfter'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'ObjMtlBefore' MESH data:'ObjMtlBefore'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 4
- Mat 'Clay'
- base color (0.800, 0.683, 0.536)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.336
- metallic 0.000
- ior 1.450
- viewport diffuse (0.800, 0.683, 0.536, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.336
- backface False probe True shadow False
- Mat 'four_maps'
- base color (0.800, 0.800, 0.800) tex:'texture.png' (//obj/texture.png) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.000 tex:'sometexture_Roughness.png' (sometexture_Roughness.png) a:False
- metallic 0.000 tex:'sometexture_Metallic.png' (sometexture_Metallic.png) a:False
- ior 1.450
- normalmap 1.000 tex:'sometexture_Normal.png' (sometexture_Normal.png) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.000
- backface False probe True shadow False
- Mat 'Hat'
- base color (0.800, 0.800, 0.800) tex:'someHatTexture_BaseColor.jpg' (someHatTexture_BaseColor.jpg) a:False
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.106 tex:'someHatTexture_Roughness.jpg' (someHatTexture_Roughness.jpg) a:False
- metallic 0.000 tex:'someHatTexture_Metalness.jpg' (someHatTexture_Metalness.jpg) a:False
- ior 1.500
- normalmap 0.500 tex:'someHatTexture_Normal.jpg' (someHatTexture_Normal.jpg) a:False data
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.106
- backface False probe True shadow False
- Mat 'no_textures_red'
- base color (0.800, 0.300, 0.100)
- specular ior 0.000
- specular tint (1.000, 1.000, 1.000)
- roughness 0.925
- metallic 0.000
- ior 1.500
- viewport diffuse (0.800, 0.300, 0.100, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.925
- backface False probe True shadow False
==== Images: 8
- Image 'someHatTexture_BaseColor.jpg' 0x0 0bpp
- Image 'someHatTexture_Metalness.jpg' 0x0 0bpp
- Image 'someHatTexture_Normal.jpg' 0x0 0bpp
- Image 'someHatTexture_Roughness.jpg' 0x0 0bpp
- Image 'sometexture_Metallic.png' 0x0 0bpp
- Image 'sometexture_Normal.png' 0x0 0bpp
- Image 'sometexture_Roughness.png' 0x0 0bpp
- Image 'texture.png' 4x4 24bpp
|
|
materials_pbr |
==== Meshes: 2
- Mesh 'CubeMat1' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (-0.379, -1.647, -0.381)
- (-1.576, -0.385, 0.607)
- (1.172, -1.046, 0.730)
...
- (-1.172, 1.046, -0.730)
- (1.576, 0.385, -0.607)
- (0.379, 1.647, 0.381)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat1'
- Mesh 'CubeMat2' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (0.036, -1.374, -4.186)
- (-1.161, -0.113, -3.198)
- (1.587, -0.774, -3.075)
...
- (-0.757, 1.318, -4.535)
- (1.991, 0.657, -4.412)
- (0.794, 1.919, -3.424)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat2'
==== Objects: 2
- Obj 'CubeMat1' MESH data:'CubeMat1'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeMat2' MESH data:'CubeMat2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 2
- Mat 'Mat1'
- base color (0.800, 0.276, 0.102)
- specular ior 0.250
- specular tint (1.000, 1.000, 1.000)
- roughness 0.400
- metallic 0.900
- ior 1.450
- viewport diffuse (0.800, 0.276, 0.102, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.900, roughness 0.400
- backface False probe True shadow False
- Mat 'Mat2'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.000
- backface False probe True shadow False
==== Images: 3
- Image 'texture_checker.png' 4x4 8bpp
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_roughness.png' 8x8 24bpp
|
==== Meshes: 2
- Mesh 'CubeMat1' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (-0.379, -1.647, -0.381)
- (-1.576, -0.385, 0.607)
- (1.172, -1.046, 0.730)
...
- (-1.172, 1.046, -0.730)
- (1.576, 0.385, -0.607)
- (0.379, 1.647, 0.381)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat1'
- Mesh 'CubeMat2' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (0.036, -1.374, -4.186)
- (-1.161, -0.113, -3.198)
- (1.587, -0.774, -3.075)
...
- (-0.757, 1.318, -4.535)
- (1.991, 0.657, -4.412)
- (0.794, 1.919, -3.424)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat2'
==== Objects: 2
- Obj 'CubeMat1' MESH data:'CubeMat1'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeMat2' MESH data:'CubeMat2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 2
- Mat 'Mat1'
- base color (0.800, 0.276, 0.102)
- specular ior 0.250
- specular tint (1.000, 1.000, 1.000)
- roughness 0.400
- metallic 0.900
- ior 1.450
- viewport diffuse (0.800, 0.276, 0.102, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.900, roughness 0.400
- backface False probe True shadow False
- Mat 'Mat2'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.000
- backface False probe True shadow False
==== Images: 3
- Image 'texture_checker.png' 4x4 8bpp
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_roughness.png' 8x8 24bpp
|
|
materials_without_pbr |
==== Meshes: 2
- Mesh 'CubeMat1' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (-0.379, -1.647, -0.381)
- (-1.576, -0.385, 0.607)
- (1.172, -1.046, 0.730)
...
- (-1.172, 1.046, -0.730)
- (1.576, 0.385, -0.607)
- (0.379, 1.647, 0.381)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat1'
- Mesh 'CubeMat2' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (0.036, -1.374, -4.186)
- (-1.161, -0.113, -3.198)
- (1.587, -0.774, -3.075)
...
- (-0.757, 1.318, -4.535)
- (1.991, 0.657, -4.412)
- (0.794, 1.919, -3.424)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat2'
==== Objects: 2
- Obj 'CubeMat1' MESH data:'CubeMat1'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeMat2' MESH data:'CubeMat2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 2
- Mat 'Mat1'
- base color (0.800, 0.276, 0.102)
- specular ior 0.250
- specular tint (1.000, 1.000, 1.000)
- roughness 0.400
- metallic 0.900
- ior 1.450
- viewport diffuse (0.800, 0.276, 0.102, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.900, roughness 0.400
- backface False probe True shadow False
- Mat 'Mat2'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.000
- backface False probe True shadow False
==== Images: 2
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_roughness.png' 8x8 24bpp
|
==== Meshes: 2
- Mesh 'CubeMat1' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (-0.379, -1.647, -0.381)
- (-1.576, -0.385, 0.607)
- (1.172, -1.046, 0.730)
...
- (-1.172, 1.046, -0.730)
- (1.576, 0.385, -0.607)
- (0.379, 1.647, 0.381)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat1'
- Mesh 'CubeMat2' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (0.036, -1.374, -4.186)
- (-1.161, -0.113, -3.198)
- (1.587, -0.774, -3.075)
...
- (-0.757, 1.318, -4.535)
- (1.991, 0.657, -4.412)
- (0.794, 1.919, -3.424)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- attr 'UVMap' FLOAT2 CORNER
- (0.625, 0.500)
- (0.875, 0.500)
- (0.875, 0.750)
...
- (0.625, 0.250)
- (0.625, 0.500)
- (0.375, 0.500)
- 1 materials
- 'Mat2'
==== Objects: 2
- Obj 'CubeMat1' MESH data:'CubeMat1'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CubeMat2' MESH data:'CubeMat2'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
==== Materials: 2
- Mat 'Mat1'
- base color (0.800, 0.276, 0.102)
- specular ior 0.250
- specular tint (1.000, 1.000, 1.000)
- roughness 0.400
- metallic 0.900
- ior 1.450
- viewport diffuse (0.800, 0.276, 0.102, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.900, roughness 0.400
- backface False probe True shadow False
- Mat 'Mat2'
- base color (0.800, 0.800, 0.800)
- specular ior 0.500
- specular tint (1.000, 1.000, 1.000)
- roughness 0.000 tex:'texture_roughness.png' (//blend_geometry/texture_roughness.png) a:False
- metallic 0.000
- ior 1.450
- emission color (1.000, 1.000, 1.000) tex:'texture_illum.png' (//blend_geometry/texture_illum.png) a:False
- emission strength 1.000
- viewport diffuse (0.800, 0.800, 0.800, 1.000)
- viewport specular (1.000, 1.000, 1.000), intensity 0.500
- viewport metallic 0.000, roughness 0.000
- backface False probe True shadow False
==== Images: 2
- Image 'texture_illum.png' 8x8 24bpp
- Image 'texture_roughness.png' 8x8 24bpp
|
|
non_uniform_scale |
==== Meshes: 7
- Mesh 'SphereMirror' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (0.000, -0.566, -2.566)
- (0.000, 0.000, -2.800)
- (0.000, 0.566, -2.566)
...
- (0.490, -0.566, -2.283)
- (0.693, 0.000, -2.400)
- (0.490, 0.566, -2.283)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUni' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.212, -0.707)
- (0.000, -0.000, -1.000)
- (0.000, -0.212, -0.707)
...
- (-0.612, 0.212, -0.354)
- (-0.866, -0.000, -0.500)
- (-0.612, -0.212, -0.354)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniLargeRot' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (-2.707, 0.354, 0.000)
- (-3.000, -0.000, 0.000)
- (-2.707, -0.354, 0.000)
...
- (-2.354, 0.354, 2.449)
- (-2.500, -0.000, 3.464)
- (-2.354, -0.354, 2.449)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniMirror' vtx:20 face:24 loop:84 edge:42
- 12 5 2 1 4 ... 17 19 2 1 18
- 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -0.212, -0.707)
- (2.000, 0.000, -1.000)
- (2.000, 0.212, -0.707)
...
- (1.388, -0.212, -0.354)
- (1.134, 0.000, -0.500)
- (1.388, 0.212, -0.354)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniMirrorRotated' vtx:20 face:24 loop:84 edge:42
- 12 5 2 1 4 ... 17 19 2 1 18
- 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (3.525, 0.303, -0.477)
- (3.564, 0.612, -0.660)
- (3.859, 0.563, -0.456)
...
- (3.413, 0.393, 0.216)
- (3.407, 0.739, 0.320)
- (3.748, 0.653, 0.236)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniMirrorUVs' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.212, 1.293)
- (0.000, -0.000, 1.000)
- (0.000, -0.212, 1.293)
...
- (-0.612, 0.212, 1.646)
- (-0.866, -0.000, 1.500)
- (-0.612, -0.212, 1.646)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
...
- (1.000, 0.000)
- (1.000, 1.000)
- (0.000, 1.000)
- Mesh 'SphereScale' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (2.000, 0.566, -2.566)
- (2.000, -0.000, -2.800)
- (2.000, -0.566, -2.566)
...
- (1.510, 0.566, -2.283)
- (1.307, -0.000, -2.400)
- (1.510, -0.566, -2.283)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
==== Objects: 7
- Obj 'SphereMirror' MESH data:'SphereMirror'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUni' MESH data:'SphereNonUni'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniLargeRot' MESH data:'SphereNonUniLargeRot'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniMirror' MESH data:'SphereNonUniMirror'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniMirrorRotated' MESH data:'SphereNonUniMirrorRotated'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniMirrorUVs' MESH data:'SphereNonUniMirrorUVs'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereScale' MESH data:'SphereScale'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 7
- Mesh 'SphereMirror' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (0.000, -0.566, -2.566)
- (0.000, 0.000, -2.800)
- (0.000, 0.566, -2.566)
...
- (0.490, -0.566, -2.283)
- (0.693, 0.000, -2.400)
- (0.490, 0.566, -2.283)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUni' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.212, -0.707)
- (0.000, -0.000, -1.000)
- (0.000, -0.212, -0.707)
...
- (-0.612, 0.212, -0.354)
- (-0.866, -0.000, -0.500)
- (-0.612, -0.212, -0.354)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniLargeRot' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (-2.707, 0.354, 0.000)
- (-3.000, -0.000, 0.000)
- (-2.707, -0.354, 0.000)
...
- (-2.354, 0.354, 2.449)
- (-2.500, -0.000, 3.464)
- (-2.354, -0.354, 2.449)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniMirror' vtx:20 face:24 loop:84 edge:42
- 12 5 2 1 4 ... 17 19 2 1 18
- 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (2.000, -0.212, -0.707)
- (2.000, 0.000, -1.000)
- (2.000, 0.212, -0.707)
...
- (1.388, -0.212, -0.354)
- (1.134, 0.000, -0.500)
- (1.388, 0.212, -0.354)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniMirrorRotated' vtx:20 face:24 loop:84 edge:42
- 12 5 2 1 4 ... 17 19 2 1 18
- 2/12 5/12 2/5 0/1 1/4 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (3.525, 0.303, -0.477)
- (3.564, 0.612, -0.660)
- (3.859, 0.563, -0.456)
...
- (3.413, 0.393, 0.216)
- (3.407, 0.739, 0.320)
- (3.748, 0.653, 0.236)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- Mesh 'SphereNonUniMirrorUVs' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.212, 1.293)
- (0.000, -0.000, 1.000)
- (0.000, -0.212, 1.293)
...
- (-0.612, 0.212, 1.646)
- (-0.866, -0.000, 1.500)
- (-0.612, -0.212, 1.646)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.000, 0.000)
- (1.000, 0.000)
- (1.000, 1.000)
...
- (1.000, 0.000)
- (1.000, 1.000)
- (0.000, 1.000)
- Mesh 'SphereScale' vtx:20 face:24 loop:84 edge:42
- 12 2 5 1 0 ... 1 19 18 1 2
- 5/12 2/12 2/5 1/4 0/1 ... 18/19 13/17 0/17 2/19 1/18
- attr 'position' FLOAT_VECTOR POINT
- (2.000, 0.566, -2.566)
- (2.000, -0.000, -2.800)
- (2.000, -0.566, -2.566)
...
- (1.510, 0.566, -2.283)
- (1.307, -0.000, -2.400)
- (1.510, -0.566, -2.283)
- attr 'sharp_edge' BOOLEAN EDGE
- 1 1 1 1 1 ... 1 1 1 1 1
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
==== Objects: 7
- Obj 'SphereMirror' MESH data:'SphereMirror'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUni' MESH data:'SphereNonUni'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniLargeRot' MESH data:'SphereNonUniLargeRot'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniMirror' MESH data:'SphereNonUniMirror'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniMirrorRotated' MESH data:'SphereNonUniMirrorRotated'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereNonUniMirrorUVs' MESH data:'SphereNonUniMirrorUVs'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'SphereScale' MESH data:'SphereScale'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
nurbs |
==== Curves: 1
- Curve 'nurbs' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:9x1 order:4x4 cyclic:True,False endp:False,False
- (1.149, 0.964, -0.866) w:1.000
- (1.149, -0.964, 0.866) w:1.000
- (-1.500, -2.598, -0.000) w:1.000
...
- (0.260, -1.477, -0.866) w:1.000
- (-1.410, -0.513, 0.866) w:1.000
- (-1.500, 2.598, -0.000) w:1.000
==== Objects: 1
- Obj 'nurbs' CURVE data:'nurbs'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Curves: 1
- Curve 'nurbs' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:9x1 order:4x4 cyclic:True,False endp:False,False
- (1.149, 0.964, -0.866) w:1.000
- (1.149, -0.964, 0.866) w:1.000
- (-1.500, -2.598, -0.000) w:1.000
...
- (0.260, -1.477, -0.866) w:1.000
- (-1.410, -0.513, 0.866) w:1.000
- (-1.500, 2.598, -0.000) w:1.000
==== Objects: 1
- Obj 'nurbs' CURVE data:'nurbs'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
nurbs_curves |
==== Curves: 5
- Curve 'CurveDeg3' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:3x3 cyclic:False,False endp:False,False
- (10.000, -2.000, -0.000) w:1.000
- (10.000, 2.000, 0.000) w:1.000
- (6.000, 2.000, 0.000) w:1.000
- (6.000, -2.000, -0.000) w:1.000
- Curve 'nurbs_curves' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (2.000, -2.000, -0.000) w:1.000
- (2.000, 2.000, 0.000) w:1.000
- (-2.000, 2.000, 0.000) w:1.000
- (-2.000, -2.000, -0.000) w:1.000
- Curve 'NurbsCurveCyclic' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False
- (-6.000, -2.000, -0.000) w:1.000
- (-2.000, -2.000, -0.000) w:1.000
- (-2.000, 2.000, 0.000) w:1.000
- (-6.000, 2.000, 0.000) w:1.000
- Curve 'NurbsCurveDiffWeights' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (6.000, -2.000, -0.000) w:1.000
- (6.000, 2.000, 0.000) w:1.000
- (2.000, 2.000, 0.000) w:1.000
- (2.000, -2.000, -0.000) w:1.000
- Curve 'NurbsCurveEndpoint' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:True,False
- (-6.000, -2.000, -0.000) w:1.000
- (-6.000, 2.000, 0.000) w:1.000
- (-10.000, 2.000, 0.000) w:1.000
- (-10.000, -2.000, -0.000) w:1.000
==== Objects: 5
- Obj 'CurveDeg3' CURVE data:'CurveDeg3'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'nurbs_curves' CURVE data:'nurbs_curves'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurveCyclic' CURVE data:'NurbsCurveCyclic'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurveDiffWeights' CURVE data:'NurbsCurveDiffWeights'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurveEndpoint' CURVE data:'NurbsCurveEndpoint'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Curves: 5
- Curve 'CurveDeg3' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:3x3 cyclic:False,False endp:False,False
- (10.000, -2.000, -0.000) w:1.000
- (10.000, 2.000, 0.000) w:1.000
- (6.000, 2.000, 0.000) w:1.000
- (6.000, -2.000, -0.000) w:1.000
- Curve 'nurbs_curves' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (2.000, -2.000, -0.000) w:1.000
- (2.000, 2.000, 0.000) w:1.000
- (-2.000, 2.000, 0.000) w:1.000
- (-2.000, -2.000, -0.000) w:1.000
- Curve 'NurbsCurveCyclic' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False
- (-6.000, -2.000, -0.000) w:1.000
- (-2.000, -2.000, -0.000) w:1.000
- (-2.000, 2.000, 0.000) w:1.000
- (-6.000, 2.000, 0.000) w:1.000
- Curve 'NurbsCurveDiffWeights' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:False,False
- (6.000, -2.000, -0.000) w:1.000
- (6.000, 2.000, 0.000) w:1.000
- (2.000, 2.000, 0.000) w:1.000
- (2.000, -2.000, -0.000) w:1.000
- Curve 'NurbsCurveEndpoint' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:False,False endp:True,False
- (-6.000, -2.000, -0.000) w:1.000
- (-6.000, 2.000, 0.000) w:1.000
- (-10.000, 2.000, 0.000) w:1.000
- (-10.000, -2.000, -0.000) w:1.000
==== Objects: 5
- Obj 'CurveDeg3' CURVE data:'CurveDeg3'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'nurbs_curves' CURVE data:'nurbs_curves'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurveCyclic' CURVE data:'NurbsCurveCyclic'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurveDiffWeights' CURVE data:'NurbsCurveDiffWeights'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'NurbsCurveEndpoint' CURVE data:'NurbsCurveEndpoint'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
nurbs_cyclic |
==== Curves: 1
- Curve 'nurbs_cyclic' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:28x1 order:4x4 cyclic:True,False endp:False,False
- (0.935, -0.000, 3.518) w:1.000
- (-0.050, -0.000, 2.052) w:1.000
- (1.001, -0.000, 1.462) w:1.000
...
- (2.591, 0.000, -0.795) w:1.000
- (4.054, -0.000, 0.651) w:1.000
- (3.281, -0.000, 3.043) w:1.000
==== Objects: 1
- Obj 'nurbs_cyclic' CURVE data:'nurbs_cyclic'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Curves: 1
- Curve 'nurbs_cyclic' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:28x1 order:4x4 cyclic:True,False endp:False,False
- (0.935, -0.000, 3.518) w:1.000
- (-0.050, -0.000, 2.052) w:1.000
- (1.001, -0.000, 1.462) w:1.000
...
- (2.591, 0.000, -0.795) w:1.000
- (4.054, -0.000, 0.651) w:1.000
- (3.281, -0.000, 3.043) w:1.000
==== Objects: 1
- Obj 'nurbs_cyclic' CURVE data:'nurbs_cyclic'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
nurbs_endpoint |
==== Curves: 3
- Curve 'CurveEndpointRange01' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False
- (0.290, 0.000, -0.110) w:1.000
- (-2.670, 0.000, -15.710) w:1.000
- (2.980, 0.000, -18.050) w:1.000
...
- (13.380, 0.000, 0.060) w:1.000
- (20.200, 0.000, -2.260) w:1.000
- (22.170, 0.000, -5.310) w:1.000
- Curve 'CurveEndpointRangeNon01' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False
- (0.290, 0.000, -0.110) w:1.000
- (-2.670, 0.000, -15.710) w:1.000
- (2.980, 0.000, -18.050) w:1.000
...
- (13.380, 0.000, 0.060) w:1.000
- (20.200, 0.000, -2.260) w:1.000
- (22.170, 0.000, -5.310) w:1.000
- Curve 'CurveNoEndpointRange01' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:False,False
- (0.290, 0.000, -0.110) w:1.000
- (-2.670, 0.000, -15.710) w:1.000
- (2.980, 0.000, -18.050) w:1.000
...
- (13.380, 0.000, 0.060) w:1.000
- (20.200, 0.000, -2.260) w:1.000
- (22.170, 0.000, -5.310) w:1.000
==== Objects: 3
- Obj 'CurveEndpointRange01' CURVE data:'CurveEndpointRange01'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CurveEndpointRangeNon01' CURVE data:'CurveEndpointRangeNon01'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CurveNoEndpointRange01' CURVE data:'CurveNoEndpointRange01'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Curves: 3
- Curve 'CurveEndpointRange01' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False
- (0.290, 0.000, -0.110) w:1.000
- (-2.670, 0.000, -15.710) w:1.000
- (2.980, 0.000, -18.050) w:1.000
...
- (13.380, 0.000, 0.060) w:1.000
- (20.200, 0.000, -2.260) w:1.000
- (22.170, 0.000, -5.310) w:1.000
- Curve 'CurveEndpointRangeNon01' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:True,False
- (0.290, 0.000, -0.110) w:1.000
- (-2.670, 0.000, -15.710) w:1.000
- (2.980, 0.000, -18.050) w:1.000
...
- (13.380, 0.000, 0.060) w:1.000
- (20.200, 0.000, -2.260) w:1.000
- (22.170, 0.000, -5.310) w:1.000
- Curve 'CurveNoEndpointRange01' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:15x1 order:4x4 cyclic:False,False endp:False,False
- (0.290, 0.000, -0.110) w:1.000
- (-2.670, 0.000, -15.710) w:1.000
- (2.980, 0.000, -18.050) w:1.000
...
- (13.380, 0.000, 0.060) w:1.000
- (20.200, 0.000, -2.260) w:1.000
- (22.170, 0.000, -5.310) w:1.000
==== Objects: 3
- Obj 'CurveEndpointRange01' CURVE data:'CurveEndpointRange01'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CurveEndpointRangeNon01' CURVE data:'CurveEndpointRangeNon01'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'CurveNoEndpointRange01' CURVE data:'CurveNoEndpointRange01'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
nurbs_manual |
==== Curves: 4
- Curve 'Curve_Cyclic' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- Curve 'Curve_Endpoints' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
- Curve 'Curve_NonUniform_Parm' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
- Curve 'Curve_Uniform_Parm' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
==== Objects: 4
- Obj 'Curve_Cyclic' CURVE data:'Curve_Cyclic'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Curve_Endpoints' CURVE data:'Curve_Endpoints'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Curve_NonUniform_Parm' CURVE data:'Curve_NonUniform_Parm'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Curve_Uniform_Parm' CURVE data:'Curve_Uniform_Parm'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Curves: 4
- Curve 'Curve_Cyclic' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:4x1 order:4x4 cyclic:True,False endp:False,False
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- Curve 'Curve_Endpoints' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:True,False
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
- Curve 'Curve_NonUniform_Parm' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
- Curve 'Curve_Uniform_Parm' dim:3D resu:12 resv:12 splines:1
- spline type:NURBS pts:5x1 order:4x4 cyclic:False,False endp:False,False
- (-2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, 2.000) w:1.000
- (2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, -2.000) w:1.000
- (-2.000, 0.000, 2.000) w:1.000
==== Objects: 4
- Obj 'Curve_Cyclic' CURVE data:'Curve_Cyclic'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Curve_Endpoints' CURVE data:'Curve_Endpoints'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Curve_NonUniform_Parm' CURVE data:'Curve_NonUniform_Parm'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Curve_Uniform_Parm' CURVE data:'Curve_Uniform_Parm'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
nurbs_mesh |
==== Meshes: 1
- Mesh 'Torus_Knot' vtx:108 face:0 loop:0 edge:108
- 0/1 1/2 2/3 3/4 4/5 ... 103/104 104/105 105/106 106/107 0/107
- attr 'position' FLOAT_VECTOR POINT
- (0.439, 1.070, 0.433)
- (0.259, 1.083, 0.388)
- (0.087, 1.079, 0.329)
...
- (1.006, 0.936, 0.467)
- (0.816, 0.996, 0.471)
- (0.626, 1.041, 0.460)
==== Objects: 1
- Obj 'Torus_Knot' MESH data:'Torus_Knot'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Torus_Knot' vtx:108 face:0 loop:0 edge:108
- 0/1 1/2 2/3 3/4 4/5 ... 103/104 104/105 105/106 106/107 0/107
- attr 'position' FLOAT_VECTOR POINT
- (0.439, 1.070, 0.433)
- (0.259, 1.083, 0.388)
- (0.087, 1.079, 0.329)
...
- (1.006, 0.936, 0.467)
- (0.816, 0.996, 0.471)
- (0.626, 1.041, 0.460)
==== Objects: 1
- Obj 'Torus_Knot' MESH data:'Torus_Knot'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
polylines |
==== Meshes: 1
- Mesh 'polylines' vtx:13 face:0 loop:0 edge:8
- 0/1 1/2 2/3 5/6 6/7 8/9 9/10 11/12
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 0.000, 0.000)
- (0.700, 0.700, 0.000)
- (0.000, 1.000, 0.000)
...
- (0.000, -1.000, 1.000)
- (1.000, 0.000, 2.000)
- (0.700, 0.700, 2.000)
==== Objects: 1
- Obj 'polylines' MESH data:'polylines'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'polylines' vtx:13 face:0 loop:0 edge:8
- 0/1 1/2 2/3 5/6 6/7 8/9 9/10 11/12
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 0.000, 0.000)
- (0.700, 0.700, 0.000)
- (0.000, 1.000, 0.000)
...
- (0.000, -1.000, 1.000)
- (1.000, 0.000, 2.000)
- (0.700, 0.700, 2.000)
==== Objects: 1
- Obj 'polylines' MESH data:'polylines'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
split_options |
==== Meshes: 2
- Mesh 'Box' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'Pyramid' vtx:5 face:5 loop:16 edge:8
- 0 1 2 3 0 ... 3 4 3 0 4
- 0/3 0/1 1/2 2/3 0/4 1/4 2/4 3/4
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1
==== Objects: 2
- Obj 'Box' MESH data:'Box'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Pyramid' MESH data:'Pyramid'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 2
- Mesh 'Box' vtx:8 face:6 loop:24 edge:12
- 0 4 6 2 3 ... 3 5 4 0 1
- 0/2 0/4 4/6 2/6 3/7 ... 5/7 4/5 1/5 1/3 0/1
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 1
- Mesh 'Pyramid' vtx:5 face:5 loop:16 edge:8
- 0 1 2 3 0 ... 3 4 3 0 4
- 0/3 0/1 1/2 2/3 0/4 1/4 2/4 3/4
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1
==== Objects: 2
- Obj 'Box' MESH data:'Box'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Pyramid' MESH data:'Pyramid'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
split_options_by_group |
==== Meshes: 6
- Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4
- 2 0 1 3
- 2/3 0/2 0/1 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, -1.000)
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7
- 1 0 4 5 5 4 2 3
- 1/5 0/1 0/4 4/5 3/5 2/4 2/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7
- 1 0 2 3 5 4 0 1
- 1/3 0/1 0/2 2/3 1/5 4/5 0/4
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4
- 0 1 2 3
- 0/3 0/1 1/2 2/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8
- 0 1 4 1 2 ... 3 4 3 0 4
- 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1
- Mesh 'split_options_by_group' vtx:4 face:1 loop:4 edge:4
- 0 2 3 1
- 0/1 0/2 2/3 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, 1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, 1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 6
- Obj 'BoxOne' MESH data:'BoxOne'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo' MESH data:'BoxTwo'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo.001' MESH data:'BoxTwo.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrBottom' MESH data:'PyrBottom'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrSides' MESH data:'PyrSides'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'split_options_by_group' MESH data:'split_options_by_group'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 6
- Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4
- 2 0 1 3
- 2/3 0/2 0/1 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, -1.000)
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7
- 1 0 4 5 5 4 2 3
- 1/5 0/1 0/4 4/5 3/5 2/4 2/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7
- 1 0 2 3 5 4 0 1
- 1/3 0/1 0/2 2/3 1/5 4/5 0/4
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4
- 0 1 2 3
- 0/3 0/1 1/2 2/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8
- 0 1 4 1 2 ... 3 4 3 0 4
- 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1
- Mesh 'split_options_by_group' vtx:4 face:1 loop:4 edge:4
- 0 2 3 1
- 0/1 0/2 2/3 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, 1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, 1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 6
- Obj 'BoxOne' MESH data:'BoxOne'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo' MESH data:'BoxTwo'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo.001' MESH data:'BoxTwo.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrBottom' MESH data:'PyrBottom'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrSides' MESH data:'PyrSides'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'split_options_by_group' MESH data:'split_options_by_group'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
split_options_by_object_and_group |
==== Meshes: 6
- Mesh 'Box' vtx:4 face:1 loop:4 edge:4
- 0 2 3 1
- 0/1 0/2 2/3 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, 1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, 1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4
- 2 0 1 3
- 2/3 0/2 0/1 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, -1.000)
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7
- 1 0 4 5 5 4 2 3
- 1/5 0/1 0/4 4/5 3/5 2/4 2/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7
- 1 0 2 3 5 4 0 1
- 1/3 0/1 0/2 2/3 1/5 4/5 0/4
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4
- 0 1 2 3
- 0/3 0/1 1/2 2/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8
- 0 1 4 1 2 ... 3 4 3 0 4
- 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1
==== Objects: 6
- Obj 'Box' MESH data:'Box'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxOne' MESH data:'BoxOne'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo' MESH data:'BoxTwo'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo.001' MESH data:'BoxTwo.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrBottom' MESH data:'PyrBottom'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrSides' MESH data:'PyrSides'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 6
- Mesh 'Box' vtx:4 face:1 loop:4 edge:4
- 0 2 3 1
- 0/1 0/2 2/3 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, 1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, 1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'BoxOne' vtx:4 face:1 loop:4 edge:4
- 2 0 1 3
- 2/3 0/2 0/1 1/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, -1.000, -1.000)
- (1.000, -1.000, 1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'BoxTwo' vtx:6 face:2 loop:8 edge:7
- 1 0 4 5 5 4 2 3
- 1/5 0/1 0/4 4/5 3/5 2/4 2/3
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
- (-1.000, -1.000, 1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'BoxTwo.001' vtx:6 face:2 loop:8 edge:7
- 1 0 2 3 5 4 0 1
- 1/3 0/1 0/2 2/3 1/5 4/5 0/4
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
- (1.000, -1.000, 1.000)
- (-1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1
- Mesh 'PyrBottom' vtx:4 face:1 loop:4 edge:4
- 0 1 2 3
- 0/3 0/1 1/2 2/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'PyrSides' vtx:5 face:4 loop:12 edge:8
- 0 1 4 1 2 ... 3 4 3 0 4
- 0/4 0/1 1/4 1/2 2/4 2/3 3/4 0/3
- attr 'position' FLOAT_VECTOR POINT
- (3.000, 1.000, -1.000)
- (5.000, 1.000, -1.000)
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1
==== Objects: 6
- Obj 'Box' MESH data:'Box'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxOne' MESH data:'BoxOne'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo' MESH data:'BoxTwo'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'BoxTwo.001' MESH data:'BoxTwo.001'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrBottom' MESH data:'PyrBottom'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'PyrSides' MESH data:'PyrSides'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
split_options_none |
==== Meshes: 1
- Mesh 'split_options_none' vtx:13 face:11 loop:40 edge:20
- 0 4 6 2 3 ... 11 12 11 8 12
- 0/2 0/4 4/6 2/6 3/7 ... 10/11 8/12 9/12 10/12 11/12
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 ... 1 1 1 1 1
==== Objects: 1
- Obj 'split_options_none' MESH data:'split_options_none'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'split_options_none' vtx:13 face:11 loop:40 edge:20
- 0 4 6 2 3 ... 11 12 11 8 12
- 0/2 0/4 4/6 2/6 3/7 ... 10/11 8/12 9/12 10/12 11/12
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (1.000, -1.000, -1.000)
- (1.000, 1.000, 1.000)
...
- (5.000, -1.000, -1.000)
- (3.000, -1.000, -1.000)
- (4.000, 0.000, 2.000)
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 1 1 1 1 1 ... 1 1 1 1 1
==== Objects: 1
- Obj 'split_options_none' MESH data:'split_options_none'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
suzanne_all_data |
==== Meshes: 1
- Mesh 'Monkey' vtx:505 face:500 loop:1968 edge:1005
- 1 0 23 22 2 ... 484 482 504 503 483
- 1/22 0/1 0/23 22/23 2/21 ... 500/503 502/503 501/502 483/503 484/502
- attr 'position' FLOAT_VECTOR POINT
- (-0.438, 0.164, 0.766)
- (-0.500, 0.094, 0.688)
- (-0.547, 0.055, 0.578)
...
- (0.547, 0.055, 0.578)
- (0.500, 0.094, 0.688)
- (0.438, 0.164, 0.766)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 1 1 0 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.692, 0.402)
- (0.718, 0.413)
- (0.718, 0.431)
...
- (0.760, 0.072)
- (0.786, 0.063)
- (0.787, 0.103)
==== Objects: 1
- Obj 'Monkey' MESH data:'Monkey'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Monkey' vtx:505 face:500 loop:1968 edge:1005
- 1 0 23 22 2 ... 484 482 504 503 483
- 1/22 0/1 0/23 22/23 2/21 ... 500/503 502/503 501/502 483/503 484/502
- attr 'position' FLOAT_VECTOR POINT
- (-0.438, 0.164, 0.766)
- (-0.500, 0.094, 0.688)
- (-0.547, 0.055, 0.578)
...
- (0.547, 0.055, 0.578)
- (0.500, 0.094, 0.688)
- (0.438, 0.164, 0.766)
- attr 'sharp_edge' BOOLEAN EDGE
- 0 0 0 0 0 ... 1 1 0 1 0
- attr 'material_index' INT FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'sharp_face' BOOLEAN FACE
- 0 0 0 0 0 ... 0 0 0 0 0
- attr 'custom_normal' INT16_2D CORNER
- (0, 0)
- (0, 0)
- (0, 0)
...
- (0, 0)
- (0, 0)
- (0, 0)
- attr 'UVMap' FLOAT2 CORNER
- (0.692, 0.402)
- (0.718, 0.413)
- (0.718, 0.431)
...
- (0.760, 0.072)
- (0.786, 0.063)
- (0.787, 0.103)
==== Objects: 1
- Obj 'Monkey' MESH data:'Monkey'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
vertex_colors_non_contiguous |
==== Meshes: 2
- Mesh 'NoColor' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.000, 1.000)
- (0.000, 1.000, 1.000)
- (1.000, 0.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'Red' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'Color' FLOAT_COLOR POINT
- (1.000, 0.000, 0.000, 1.000)
- (1.000, 0.000, 0.000, 1.000)
- (1.000, 0.000, 0.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.000, 0.000)
- (0.000, 1.000, 0.000)
- (1.000, 0.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 2
- Obj 'NoColor' MESH data:'NoColor'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Red' MESH data:'Red'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 2
- Mesh 'NoColor' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.000, 1.000)
- (0.000, 1.000, 1.000)
- (1.000, 0.000, 1.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
- Mesh 'Red' vtx:3 face:1 loop:3 edge:3
- 0 1 2
- 0/2 0/1 1/2
- attr 'Color' FLOAT_COLOR POINT
- (1.000, 0.000, 0.000, 1.000)
- (1.000, 0.000, 0.000, 1.000)
- (1.000, 0.000, 0.000, 1.000)
- attr 'position' FLOAT_VECTOR POINT
- (0.000, 0.000, 0.000)
- (0.000, 1.000, 0.000)
- (1.000, 0.000, 0.000)
- attr 'material_index' INT FACE
- 0
- attr 'sharp_face' BOOLEAN FACE
- 1
==== Objects: 2
- Obj 'NoColor' MESH data:'NoColor'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
- Obj 'Red' MESH data:'Red'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
|
vertices |
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:0 loop:0 edge:0
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, -1.000)
...
- (-1.000, -1.000, 1.000)
- (1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|
==== Meshes: 1
- Mesh 'Cube' vtx:8 face:0 loop:0 edge:0
- attr 'position' FLOAT_VECTOR POINT
- (1.000, 1.000, -1.000)
- (-1.000, -1.000, -1.000)
- (-1.000, 1.000, -1.000)
...
- (-1.000, -1.000, 1.000)
- (1.000, -1.000, -1.000)
- (-1.000, 1.000, 1.000)
==== Objects: 1
- Obj 'Cube' MESH data:'Cube'
- pos 0.000, 0.000, 0.000
- rot 1.571, 0.000, 0.000 (XYZ)
- scl 1.000, 1.000, 1.000
|