<?xml version="1.0" encoding="utf-8"?>
<COLLADA xmlns="http://www.collada.org/2005/11/COLLADASchema" version="1.4.1">
  <asset>
    <contributor>
      <author>Blender User</author>
      <authoring_tool>Blender 2.76.0 commit date:2015-11-03, commit time:10:56, hash:f337fea</authoring_tool>
    </contributor>
    <created>2016-12-14T10:07:56</created>
    <modified>2016-12-14T10:07:56</modified>
    <unit name="meter" meter="1"/>
    <up_axis>Z_UP</up_axis>
  </asset>
  <library_images/>
  <library_effects>
    <effect id="Material_001-effect">
      <profile_COMMON>
        <technique sid="common">
          <phong>
            <emission>
              <color sid="emission">0 0 0 1</color>
            </emission>
            <ambient>
              <color sid="ambient">0 0 0 1</color>
            </ambient>
            <diffuse>
              <color sid="diffuse">0.64 0.64 0.64 1</color>
            </diffuse>
            <specular>
              <color sid="specular">0.125 0.125 0.125 1</color>
            </specular>
            <shininess>
              <float sid="shininess">50</float>
            </shininess>
            <index_of_refraction>
              <float sid="index_of_refraction">1</float>
            </index_of_refraction>
          </phong>
        </technique>
      </profile_COMMON>
    </effect>
  </library_effects>
  <library_materials>
    <material id="Material_001-material" name="Material_001">
      <instance_effect url="#Material_001-effect"/>
    </material>
  </library_materials>
  <library_geometries>
    <geometry id="Cube_001-mesh" name="Cube.001">
      <mesh>
        <source id="Cube_001-mesh-positions">
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          <technique_common>
            <accessor source="#Cube_001-mesh-positions-array" count="8" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Cube_001-mesh-normals">
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            <accessor source="#Cube_001-mesh-normals-array" count="12" stride="3">
              <param name="X" type="float"/>
              <param name="Y" type="float"/>
              <param name="Z" type="float"/>
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          </technique_common>
        </source>
        <vertices id="Cube_001-mesh-vertices">
          <input semantic="POSITION" source="#Cube_001-mesh-positions"/>
        </vertices>
        <polylist material="Material_001-material" count="12">
          <input semantic="VERTEX" source="#Cube_001-mesh-vertices" offset="0"/>
          <input semantic="NORMAL" source="#Cube_001-mesh-normals" offset="1"/>
          <vcount>3 3 3 3 3 3 3 3 3 3 3 3 </vcount>
          <p>0 0 1 0 2 0 7 1 6 1 5 1 4 2 5 2 1 2 5 3 6 3 2 3 2 4 6 4 7 4 0 5 3 5 7 5 3 6 0 6 2 6 4 7 7 7 5 7 0 8 4 8 1 8 1 9 5 9 2 9 3 10 2 10 7 10 4 11 0 11 7 11</p>
        </polylist>
      </mesh>
    </geometry>
  </library_geometries>
  <library_animations>
    <animation id="Armature_Bone_pose_matrix">
      <source id="Armature_Bone_pose_matrix-input">
        <float_array id="Armature_Bone_pose_matrix-input-array" count="3">0 1.666667 3.333333</float_array>
        <technique_common>
          <accessor source="#Armature_Bone_pose_matrix-input-array" count="3" stride="1">
            <param name="TIME" type="float"/>
          </accessor>
        </technique_common>
      </source>
      <source id="Armature_Bone_pose_matrix-output">
        <float_array id="Armature_Bone_pose_matrix-output-array" count="48">1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1 1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1 1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1</float_array>
        <technique_common>
          <accessor source="#Armature_Bone_pose_matrix-output-array" count="3" stride="16">
            <param name="TRANSFORM" type="float4x4"/>
          </accessor>
        </technique_common>
      </source>
      <source id="Armature_Bone_pose_matrix-interpolation">
        <Name_array id="Armature_Bone_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array>
        <technique_common>
          <accessor source="#Armature_Bone_pose_matrix-interpolation-array" count="3" stride="1">
            <param name="INTERPOLATION" type="name"/>
          </accessor>
        </technique_common>
      </source>
      <sampler id="Armature_Bone_pose_matrix-sampler">
        <input semantic="INPUT" source="#Armature_Bone_pose_matrix-input"/>
        <input semantic="OUTPUT" source="#Armature_Bone_pose_matrix-output"/>
        <input semantic="INTERPOLATION" source="#Armature_Bone_pose_matrix-interpolation"/>
      </sampler>
      <channel source="#Armature_Bone_pose_matrix-sampler" target="Bone/transform"/>
    </animation>
    <animation id="Armature_Bone_001_pose_matrix">
      <source id="Armature_Bone_001_pose_matrix-input">
        <float_array id="Armature_Bone_001_pose_matrix-input-array" count="3">0 1.666667 3.333333</float_array>
        <technique_common>
          <accessor source="#Armature_Bone_001_pose_matrix-input-array" count="3" stride="1">
            <param name="TIME" type="float"/>
          </accessor>
        </technique_common>
      </source>
      <source id="Armature_Bone_001_pose_matrix-output">
        <float_array id="Armature_Bone_001_pose_matrix-output-array" count="48">1 0 0 0 0 0.9999999 0 1 0 0 1 0 0 0 0 1 0.7071068 0.7071068 0 0 -0.7071068 0.7071068 0 1 0 0 1 0 0 0 0 1 1 0 0 0 0 0.9999999 0 1 0 0 1 0 0 0 0 1</float_array>
        <technique_common>
          <accessor source="#Armature_Bone_001_pose_matrix-output-array" count="3" stride="16">
            <param name="TRANSFORM" type="float4x4"/>
          </accessor>
        </technique_common>
      </source>
      <source id="Armature_Bone_001_pose_matrix-interpolation">
        <Name_array id="Armature_Bone_001_pose_matrix-interpolation-array" count="3">LINEAR LINEAR LINEAR</Name_array>
        <technique_common>
          <accessor source="#Armature_Bone_001_pose_matrix-interpolation-array" count="3" stride="1">
            <param name="INTERPOLATION" type="name"/>
          </accessor>
        </technique_common>
      </source>
      <sampler id="Armature_Bone_001_pose_matrix-sampler">
        <input semantic="INPUT" source="#Armature_Bone_001_pose_matrix-input"/>
        <input semantic="OUTPUT" source="#Armature_Bone_001_pose_matrix-output"/>
        <input semantic="INTERPOLATION" source="#Armature_Bone_001_pose_matrix-interpolation"/>
      </sampler>
      <channel source="#Armature_Bone_001_pose_matrix-sampler" target="Bone_001/transform"/>
    </animation>
  </library_animations>
  <library_controllers>
    <controller id="Armature_Cube_001-skin" name="Armature">
      <skin source="#Cube_001-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 2 0 0 0 1</bind_shape_matrix>
        <source id="Armature_Cube_001-skin-joints">
          <Name_array id="Armature_Cube_001-skin-joints-array" count="2">Bone Bone_001</Name_array>
          <technique_common>
            <accessor source="#Armature_Cube_001-skin-joints-array" count="2" stride="1">
              <param name="JOINT" type="name"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Armature_Cube_001-skin-bind_poses">
          <float_array id="Armature_Cube_001-skin-bind_poses-array" count="32">1 0 0 0 0 0 1 0 0 -1 0 0 0 0 0 1 1 0 0 0 0 0 1 -1 0 -1 0 0 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#Armature_Cube_001-skin-bind_poses-array" count="2" stride="16">
              <param name="TRANSFORM" type="float4x4"/>
            </accessor>
          </technique_common>
        </source>
        <source id="Armature_Cube_001-skin-weights">
          <float_array id="Armature_Cube_001-skin-weights-array" count="16">0.94141 0.05858999 0.9467622 0.05323785 0.94141 0.05858999 0.9467622 0.05323785 0.05457741 0.9454226 0.05099576 0.9490043 0.05457741 0.9454226 0.05099576 0.9490043</float_array>
          <technique_common>
            <accessor source="#Armature_Cube_001-skin-weights-array" count="16" stride="1">
              <param name="WEIGHT" type="float"/>
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Armature_Cube_001-skin-joints"/>
          <input semantic="INV_BIND_MATRIX" source="#Armature_Cube_001-skin-bind_poses"/>
        </joints>
        <vertex_weights count="8">
          <input semantic="JOINT" source="#Armature_Cube_001-skin-joints" offset="0"/>
          <input semantic="WEIGHT" source="#Armature_Cube_001-skin-weights" offset="1"/>
          <vcount>2 2 2 2 2 2 2 2 </vcount>
          <v>0 0 1 1 0 2 1 3 0 4 1 5 0 6 1 7 0 8 1 9 0 10 1 11 0 12 1 13 0 14 1 15</v>
        </vertex_weights>
      </skin>
    </controller>
  </library_controllers>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Armature" name="Armature" type="NODE">
        <translate sid="location">0 0 0</translate>
        <rotate sid="rotationZ">0 0 1 0</rotate>
        <rotate sid="rotationY">0 1 0 0</rotate>
        <rotate sid="rotationX">1 0 0 0</rotate>
        <scale sid="scale">1 1 1</scale>
        <node id="Bone" name="Bone" sid="Bone" type="JOINT">
          <matrix sid="transform">1 0 0 0 0 0 -1 0 0 1 0 0 0 0 0 1</matrix>
          <node id="Bone_001" name="Bone.001" sid="Bone_001" type="JOINT">
            <matrix sid="transform">1 0 0 0 0 1 0 1 0 0 1 0 0 0 0 1</matrix>
          </node>
        </node>
      </node>
      <node id="Cube_001" name="Cube_001" type="NODE">
        <translate sid="location">0 0 0</translate>
        <rotate sid="rotationZ">0 0 1 0</rotate>
        <rotate sid="rotationY">0 1 0 0</rotate>
        <rotate sid="rotationX">1 0 0 0</rotate>
        <scale sid="scale">1 1 1</scale>
        <instance_controller url="#Armature_Cube_001-skin">
          <skeleton>#Bone</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="Material_001-material" target="#Material_001-material"/>
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene"/>
  </scene>
</COLLADA>