📄 ogreskeletonxml.dtd
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<!ELEMENT skeleton (bones, bonehierarchy, animations?) >
<!ELEMENT bones (bone+) >
<!ELEMENT bone (position, rotation) >
<!ATTLIST bone
id CDATA #REQUIRED
name CDATA #REQUIRED>
<!ELEMENT position EMPTY>
<!ATTLIST position
x CDATA #REQUIRED
y CDATA #REQUIRED
z CDATA #REQUIRED>
<!ELEMENT rotation (axis)>
<!ATTLIST rotation
angle CDATA #REQUIRED>
<!ELEMENT axis EMPTY >
<!ATTLIST axis
x CDATA #REQUIRED
y CDATA #REQUIRED
z CDATA #REQUIRED>
<!ELEMENT bonehierarchy (boneparent*)>
<!ELEMENT boneparent EMPTY>
<!-- NB both the below are bone names, not ids -->
<!ATTLIST boneparent
bone CDATA #REQUIRED
parent CDATA #REQUIRED>
<!ELEMENT animations (animation+)>
<!ELEMENT animation (tracks)>
<!ATTLIST animation
name CDATA #REQUIRED
length CDATA #REQUIRED>
<!ELEMENT tracks (track+)>
<!ELEMENT track (keyframes)>
<!ATTLIST track
bone CDATA #REQUIRED>
<!ELEMENT keyframes (keyframe+)>
<!ELEMENT keyframe (translate?, rotate?, scale?)>
<!ATTLIST keyframe
time CDATA #REQUIRED>
<!ELEMENT translate EMPTY>
<!ATTLIST translate
x CDATA #REQUIRED
y CDATA #REQUIRED
z CDATA #REQUIRED>
<!ELEMENT rotate (axis)>
<!ATTLIST rotate
angle CDATA #REQUIRED>
<!ELEMENT scale EMPTY>
<!-- UNIFORM SCALE is 'factor', or you can use per-axis (not both) -->
<!ATTLIST scale
factor CDATA #IMPLIED
x CDATA #IMPLIED
y CDATA #IMPLIED
z CDATA #IMPLIED>
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