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📄 focus.dae

📁 flash3d 基于PV3D引擎做的 一个能控制移动的赛车
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<?xml version="1.0" encoding="utf-8"?><COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">  <asset>    <contributor>      <author>C4RL05</author>      <authoring_tool>Maya 8.0 | ColladaMaya v2.04 | FCollada v1.14</authoring_tool>      <comments>Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0;curveConstrainSampling=0;exportCameraAsLookat=0;exportLights=1;exportCameras=1;exportJointsAndSkin=1;exportAnimations=1;exportTriangles=1;exportInvisibleNodes=0;exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0;exportTexTangents=0;exportConstraints=1;exportPhysics=1;exportXRefs=1;dereferenceXRefs=0;cameraXFov=0;cameraYFov=1</comments>      <source_data>file:///C:/Documents%20and%20Settings/C4RL05/My%20Documents/maya/projects/default/untitled</source_data>    </contributor>    <created>2007-01-31T22:15:10Z</created>    <modified>2007-01-31T22:15:10Z</modified>    <unit meter="0.010000" name="centimeter"/>    <up_axis>Y_UP</up_axis>  </asset>  <library_physics_scenes>    <physics_scene id="MayaNativePhysicsScene">      <technique_common>        <gravity>0 -980.000000 0</gravity>        <time_step>0.083000</time_step>      </technique_common>    </physics_scene>  </library_physics_scenes>  <library_images>    <image id="psdFileTex1" name="psdFileTex1">      <init_from>body.jpg</init_from>    </image>    <image id="psdFileTex3" name="psdFileTex3">      <init_from>wheel.jpg</init_from>    </image>  </library_images>  <library_materials>    <material id="mBody" name="mBody">      <instance_effect url="#mBody-fx"/>    </material>    <material id="lambert2" name="lambert2">      <instance_effect url="#lambert2-fx"/>      <extra>        <technique profile="MAYA">          <dynamic_attributes>            <miRefractionBlurLimit short_name="mirfl" type="int">1</miRefractionBlurLimit>            <miScatterRadius short_name="miibr" type="float">0</miScatterRadius>            <miScatterColor short_name="miibc" type="float3">0</miScatterColor>            <miScatterAccuracy short_name="miiba" type="int">97</miScatterAccuracy>            <miScatterFalloff short_name="miibf" type="float">0</miScatterFalloff>            <miScatterLimit short_name="miibl" type="int">1</miScatterLimit>            <miScatterCache short_name="miibx" type="int">0</miScatterCache>          </dynamic_attributes>        </technique>      </extra>    </material>  </library_materials>  <library_effects>    <effect id="mBody-fx">      <profile_COMMON>        <newparam sid="psdFileTex1-surface">          <surface type="2D">            <init_from>psdFileTex1</init_from>            <format>A8R8G8B8</format>          </surface>        </newparam>        <newparam sid="psdFileTex1-sampler">          <sampler2D>            <source>psdFileTex1-surface</source>            <minfilter>LINEAR_MIPMAP_LINEAR</minfilter>            <magfilter>LINEAR</magfilter>          </sampler2D>        </newparam>        <technique sid="common">          <phong>            <emission>              <color>0 0 0 1.000000</color>            </emission>            <ambient>              <color>0 0 0 1.000000</color>            </ambient>            <diffuse>              <texture texture="psdFileTex1-sampler" texcoord="TEX0">                <extra>                  <technique profile="MAYA">                    <wrapU>1</wrapU>                    <wrapV>1</wrapV>                    <mirrorU>0</mirrorU>                    <mirrorV>0</mirrorV>                    <coverageU>1.000000</coverageU>                    <coverageV>1.000000</coverageV>                    <translateFrameU>0</translateFrameU>                    <translateFrameV>0</translateFrameV>                    <rotateFrame>0</rotateFrame>                    <stagger>0</stagger>                    <fast>0</fast>                    <repeatU>1.000000</repeatU>                    <repeatV>1.000000</repeatV>                    <offsetU>0</offsetU>                    <offsetV>0</offsetV>                    <rotateUV>0</rotateUV>                    <noiseU>0</noiseU>                    <noiseV>0</noiseV>                    <blend_mode>NONE</blend_mode>                  </technique>

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