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# components section -- defines the components of the model | |
@Components | |
=Component The human's torso. | |
Name: "torso" | |
Parent: "ground" | |
# The "ground" component is centred at the ground and has its axes at | |
# straight-east, straight-north and straight-up. | |
# To have our component face a different direction, we need to specify | |
# an offset angle. | |
# Since we're fine with the same axes anyway, we can just specify... | |
OffsetAngle: "identity" | |
# in terms of the parent component's axes | |
OffsetCoordinates: 0 0 0.6 | |
# scale the xyz axes by some factor. This is absolute regardless of | |
# the parent component, and provided for convenience. | |
AxisScale: 0.4 0.15 0.6 | |
=Component The left leg. | |
Name: "leftLeg" | |
Parent: "torso" | |
# Point the leg in the opposite direction by default. | |
# Angles are in degrees CCW, looking from the origin toward | |
# the positive end of the axis you're rotating around. | |
OffsetAngle: "aroundXAxis" 180 | |
# Origin is at the bottom of the torso, but a little higher to | |
# minimise gaps. | |
OffsetCoordinates: -0.25 0 0.1 | |
# Scale axes to span the leg. | |
AxisScale: 0.15 0.15 0.4 | |
=Component The right leg. | |
Name: "rightLeg" | |
Parent: "torso" | |
OffsetAngle: "aroundXAxis" 180 | |
OffsetCoordinates: 0.25 0 0.1 | |
AxisScale: 0.15 0.15 0.4 | |
=Component The left arm. | |
Name: "leftArm" | |
Parent: "torso" | |
OffsetAngle: "aroundYAxis" 180 | |
# This means that our x ranges from 0 to 1 here. | |
OffsetCoordinates: -0.4 0 1.2 | |
AxisScale: 0.15 0.15 1 | |
=Component The right arm. | |
Name: "rightArm" | |
Parent: "torso" | |
OffsetAngle: "aroundYAxis" -180 "invertX" | |
# This means that our x ranges from 0 to 1 here. | |
OffsetCoordinates: 0.4 0 1.2 | |
AxisScale: 0.15 0.15 1 | |
=Component The head. | |
Name: "head" | |
Parent: "torso" | |
OffsetAngle: "identity" | |
OffsetCoordinates: 0 0 1.2 | |
AxisScale: 0.25 0.25 0.25 | |
# faces section -- defines faces that this model has | |
@Faces | |
# This is equivalent to 12 Triangle declarations, or 6 Quads. | |
# With this sugar, we can declare well-behaved cuboids lying within | |
# one component easily. | |
=CubeRanged torso | |
# Specify ranges for component-local xyz. | |
XRange: -1 1 | |
YRange: -1 1 | |
ZRange: 0 1 | |
Component: "torso" | |
=CubeRanged left leg | |
XRange: -1 1 | |
YRange: -1 1 | |
ZRange: 0 1 | |
Component: "leftLeg" | |
=CubeRanged right leg | |
XRange: -1 1 | |
YRange: -1 1 | |
ZRange: 0 1 | |
Component: "rightLeg" | |
=CubeRanged left arm | |
XRange: 0 1 | |
YRange: -1 1 | |
ZRange: 0 1 | |
Component: "leftArm" | |
=CubeRanged right arm | |
XRange: 0 1 | |
YRange: -1 1 | |
ZRange: 0 1 | |
Component: "rightArm" | |
=CubeRanged head | |
XRange: -1 1 | |
YRange: -1 1 | |
ZRange: 0 2 | |
Component: "head" |
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