new stuff

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Tarion 2026-07-03 03:41:25 +02:00
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OGRE (www.ogre3d.org) is made available under the MIT License.
Copyright (c) 2000-2013 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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The assets found in this folder are copied from the Ogre3D SDK samples.
This asset set is used to test the full functionality of both binary and XML Assimp scene import of the Ogre mesh and skeleton file formats and in addition the text based material parser.
* Binary mesh and skeleton files have not been modified.
* XML mesh and skeleton files were produced from the binary versions with the `OgreXMLConverter` tool.
* Material file was created by copying the relevant material parts from the sample sources. See the file for further information.
* Some textures were converted from .png to .jpg to reduce the file size.
See the LICENSE file in this folder for further copyright information about these assets.

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// Materials copied from the Ogre3D SDK
// from location Samples/Media/materials/scripts
// fish.mesh
material Examples/Fish
{
technique
{
pass
{
texture_unit
{
texture fish.jpg
}
}
}
}
// ninja.mesh
material Examples/Ninja
{
technique
{
pass
{
texture_unit
{
texture ninja.jpg
}
}
}
}
// razor.mesh
material Material__25
{
technique
{
pass
{
texture_unit
{
texture razor.jpg
}
}
}
}

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<skeleton blendmode="average">
<bones>
<bone id="0" name="zzwxy">
<position x="0" y="0" z="0" />
<rotation angle="0">
<axis x="1" y="0" z="0" />
</rotation>
</bone>
<bone id="1" name="Bone01">
<position x="-3.95093" y="0" z="0.00265706" />
<rotation angle="1.5708">
<axis x="-1" y="-0" z="-0" />
</rotation>
</bone>
<bone id="2" name="Bone02">
<position x="2.96562" y="-0.0183002" z="0" />
<rotation angle="0.340339">
<axis x="-0" y="-0" z="1" />
</rotation>
</bone>
<bone id="3" name="Bone03">
<position x="2.79479" y="-4.94082e-007" z="0" />
<rotation angle="0.305433">
<axis x="-0" y="-0" z="1" />
</rotation>
</bone>
<bone id="4" name="Bone04">
<position x="1.3291" y="1.80418e-007" z="0" />
<rotation angle="0">
<axis x="1" y="0" z="0" />
</rotation>
</bone>
</bones>
<bonehierarchy>
<boneparent bone="zzwxy" parent="Bone01" />
<boneparent bone="Bone02" parent="Bone01" />
<boneparent bone="Bone03" parent="Bone02" />
<boneparent bone="Bone04" parent="Bone03" />
</bonehierarchy>
<animations>
<animation name="swim" length="2">
<tracks>
<track bone="zzwxy">
<keyframes>
<keyframe time="0">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone="Bone01">
<keyframes>
<keyframe time="0">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone="Bone02">
<keyframes>
<keyframe time="0">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
<keyframe time="1">
<translate x="0" y="0" z="0" />
<rotate angle="0.680678">
<axis x="-0" y="-0" z="-1" />
</rotate>
</keyframe>
<keyframe time="2">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone="Bone03">
<keyframes>
<keyframe time="0">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
<keyframe time="1">
<translate x="0" y="0" z="0" />
<rotate angle="0.610865">
<axis x="-0" y="-0" z="-1" />
</rotate>
</keyframe>
<keyframe time="2">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
</keyframes>
</track>
<track bone="Bone04">
<keyframes>
<keyframe time="0">
<translate x="0" y="0" z="0" />
<rotate angle="0">
<axis x="1" y="0" z="0" />
</rotate>
</keyframe>
</keyframes>
</track>
</tracks>
</animation>
</animations>
</skeleton>

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# OgreSDK 3D model reference images
## fish.mesh
<img alt="fish.mesh" src="screenshots/fish_mesh.gif" width=320 />
## ninja.mesh
Simple rigged/skinned model with about 20 animations
<img alt="ninja.mesh" src="screenshots/ninja_mesh.gif" width=180 />

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