#usda 1.0 ( defaultPrim = "Cube" doc = "Blender v4.0.0 Alpha" endTimeCode = 30 metersPerUnit = 1 startTimeCode = 1 timeCodesPerSecond = 24 upAxis = "Z" ) def Xform "Cube" { matrix4d xformOp:transform.timeSamples = { 1: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) ), 2: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0.030443517491221428, 0, 1) ), 3: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0.11890879273414612, 0, 1) ), 4: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0.2610979676246643, 0, 1) ), 5: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0.4527130126953125, 0, 1) ), 6: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0.6894561052322388, 0, 1) ), 7: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0.9670294523239136, 0, 1) ), 8: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 1.2811349630355835, 0, 1) ), 9: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 1.6274745464324951, 0, 1) ), 10: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 2.001750946044922, 0, 1) ), 11: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 2.399665355682373, 0, 1) ), 12: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 2.8169212341308594, 0, 1) ), 13: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 3.2492191791534424, 0, 1) ), 14: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 3.6922621726989746, 0, 1) ), 15: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 4.141751766204834, 0, 1) ), 16: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 4.593390464782715, 0, 1) ), 17: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 5.042880058288574, 0, 1) ), 18: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 5.485922336578369, 0, 1) ), 19: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 5.918220520019531, 0, 1) ), 20: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 6.335475921630859, 0, 1) ), 21: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 6.733391284942627, 0, 1) ), 22: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 7.107666492462158, 0, 1) ), 23: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 7.454006671905518, 0, 1) ), 24: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 7.768111228942871, 0, 1) ), 25: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 8.045684814453125, 0, 1) ), 26: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 8.282428741455078, 0, 1) ), 27: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 8.474043846130371, 0, 1) ), 28: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 8.616232872009277, 0, 1) ), 29: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 8.704699516296387, 0, 1) ), 30: ( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 8.735140800476074, 0, 1) ), } uniform token[] xformOpOrder = ["xformOp:transform"] def Mesh "Cube" { uniform bool doubleSided = 1 float3[] extent = [(-1, -1, -1), (1, 1, 1)] int[] faceVertexCounts = [4, 4, 4, 4, 4, 4] int[] faceVertexIndices = [0, 4, 6, 2, 3, 2, 6, 7, 7, 6, 4, 5, 5, 1, 3, 7, 1, 0, 2, 3, 5, 4, 0, 1] normal3f[] normals = [(0, 0, 1), (0, 0, 1), (0, 0, 1), (0, 0, 1), (0, -1, 0), (0, -1, 0), (0, -1, 0), (0, -1, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (-1, 0, 0), (0, 0, -1), (0, 0, -1), (0, 0, -1), (0, 0, -1), (1, 0, 0), (1, 0, 0), (1, 0, 0), (1, 0, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0), (0, 1, 0)] ( interpolation = "faceVarying" ) point3f[] points = [(1, 1, 1), (1, 1, -1), (1, -1, 1), (1, -1, -1), (-1, 1, 1), (-1, 1, -1), (-1, -1, 1), (-1, -1, -1)] bool[] primvars:sharp_face = [1, 1, 1, 1, 1, 1] ( interpolation = "uniform" ) texCoord2f[] primvars:st = [(0.625, 0.5), (0.875, 0.5), (0.875, 0.75), (0.625, 0.75), (0.375, 0.75), (0.625, 0.75), (0.625, 1), (0.375, 1), (0.375, 0), (0.625, 0), (0.625, 0.25), (0.375, 0.25), (0.125, 0.5), (0.375, 0.5), (0.375, 0.75), (0.125, 0.75), (0.375, 0.5), (0.625, 0.5), (0.625, 0.75), (0.375, 0.75), (0.375, 0.25), (0.625, 0.25), (0.625, 0.5), (0.375, 0.5)] ( interpolation = "faceVarying" ) uniform token subdivisionScheme = "none" } }