<?xml version="1.0" encoding="utf-8"?>
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              <param name="X" type="float" />
              <param name="Y" type="float" />
              <param name="Z" type="float" />
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          </technique_common>
        </source>
        <vertices id="SoftMesh1__mSoftMesh-vertex">
          <input semantic="POSITION" source="#SoftMesh1__mSoftMesh-position" />
        </vertices>
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              <param name="S" type="float" />
              <param name="T" type="float" />
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          </technique_common>
        </source>
        <vertices id="Wall__mDummyWall-vertex">
          <input semantic="POSITION" source="#Wall__mDummyWall-position" />
        </vertices>
        <triangles material="mDummyWall" count="18">
          <input semantic="VERTEX" source="#Wall__mDummyWall-vertex" offset="0" />
          <input semantic="NORMAL" source="#Wall__mDummyWall-normal" offset="1" />
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        </triangles>
      </mesh>
    </geometry>
  </library_geometries>
  <library_controllers>
    <controller id="Armature_Celing__mDummyCeling-mesh">
      <skin source="#Celing__mDummyCeling-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Celing__mDummyCeling-mesh-joint">
          <Name_array id="Celing__mDummyCeling-mesh-joint-array" count="1">RoomSpWallWindow00EntranceUp4m</Name_array>
          <technique_common>
            <accessor source="#Celing__mDummyCeling-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="Celing__mDummyCeling-mesh-inv_bind_matrix">
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          <technique_common>
            <accessor source="#Celing__mDummyCeling-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Celing__mDummyCeling-mesh-weight">
          <float_array id="Celing__mDummyCeling-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#Celing__mDummyCeling-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Celing__mDummyCeling-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Celing__mDummyCeling-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="6">
          <input semantic="JOINT" source="#Celing__mDummyCeling-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Celing__mDummyCeling-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 </vcount>
          <v>0 0 0 0 0 0 0 0 0 0 0 0 </v>
        </vertex_weights>
      </skin>
    </controller>
    <controller id="Armature_Landing__mDummyLanding-mesh">
      <skin source="#Landing__mDummyLanding-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Landing__mDummyLanding-mesh-joint">
          <Name_array id="Landing__mDummyLanding-mesh-joint-array" count="1">RoomSpWallWindow00EntranceUp4m</Name_array>
          <technique_common>
            <accessor source="#Landing__mDummyLanding-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="Landing__mDummyLanding-mesh-inv_bind_matrix">
          <float_array id="Landing__mDummyLanding-mesh-inv_bind_matrix-array" count="16">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</float_array>
          <technique_common>
            <accessor source="#Landing__mDummyLanding-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Landing__mDummyLanding-mesh-weight">
          <float_array id="Landing__mDummyLanding-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#Landing__mDummyLanding-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Landing__mDummyLanding-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Landing__mDummyLanding-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="34">
          <input semantic="JOINT" source="#Landing__mDummyLanding-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Landing__mDummyLanding-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 </vcount>
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        </vertex_weights>
      </skin>
    </controller>
    <controller id="Armature_Shadow__mShadow-mesh">
      <skin source="#Shadow__mShadow-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Shadow__mShadow-mesh-joint">
          <Name_array id="Shadow__mShadow-mesh-joint-array" count="1">RoomSpWallWindow00EntranceUp4m</Name_array>
          <technique_common>
            <accessor source="#Shadow__mShadow-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
        <source id="Shadow__mShadow-mesh-inv_bind_matrix">
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          <technique_common>
            <accessor source="#Shadow__mShadow-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Shadow__mShadow-mesh-weight">
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            <accessor source="#Shadow__mShadow-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Shadow__mShadow-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Shadow__mShadow-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="20">
          <input semantic="JOINT" source="#Shadow__mShadow-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Shadow__mShadow-mesh-weight" offset="1" />
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        </vertex_weights>
      </skin>
    </controller>
    <controller id="Armature_SoftMesh1__mSoftMesh-mesh">
      <skin source="#SoftMesh1__mSoftMesh-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="SoftMesh1__mSoftMesh-mesh-joint">
          <Name_array id="SoftMesh1__mSoftMesh-mesh-joint-array" count="1">RoomSpWallWindow00EntranceUp4m</Name_array>
          <technique_common>
            <accessor source="#SoftMesh1__mSoftMesh-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
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          <technique_common>
            <accessor source="#SoftMesh1__mSoftMesh-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="SoftMesh1__mSoftMesh-mesh-weight">
          <float_array id="SoftMesh1__mSoftMesh-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#SoftMesh1__mSoftMesh-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#SoftMesh1__mSoftMesh-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#SoftMesh1__mSoftMesh-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="40">
          <input semantic="JOINT" source="#SoftMesh1__mSoftMesh-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#SoftMesh1__mSoftMesh-mesh-weight" offset="1" />
          <vcount>1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 </vcount>
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        </vertex_weights>
      </skin>
    </controller>
    <controller id="Armature_Wall__mDummyWall-mesh">
      <skin source="#Wall__mDummyWall-mesh">
        <bind_shape_matrix>1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</bind_shape_matrix>
        <source id="Wall__mDummyWall-mesh-joint">
          <Name_array id="Wall__mDummyWall-mesh-joint-array" count="1">RoomSpWallWindow00EntranceUp4m</Name_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-mesh-joint-array" count="1" stride="1">
              <param name="JOINT" type="name" />
            </accessor>
          </technique_common>
        </source>
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          <technique_common>
            <accessor source="#Wall__mDummyWall-mesh-inv_bind_matrix-array" count="1" stride="16">
              <param name="TRANSFORM" type="float4x4" />
            </accessor>
          </technique_common>
        </source>
        <source id="Wall__mDummyWall-mesh-weight">
          <float_array id="Wall__mDummyWall-mesh-weight-array" count="1">1</float_array>
          <technique_common>
            <accessor source="#Wall__mDummyWall-mesh-weight-array" count="1" stride="1">
              <param name="WEIGHT" type="float" />
            </accessor>
          </technique_common>
        </source>
        <joints>
          <input semantic="JOINT" source="#Wall__mDummyWall-mesh-joint" />
          <input semantic="INV_BIND_MATRIX" source="#Wall__mDummyWall-mesh-inv_bind_matrix" />
        </joints>
        <vertex_weights count="29">
          <input semantic="JOINT" source="#Wall__mDummyWall-mesh-joint" offset="0" />
          <input semantic="WEIGHT" source="#Wall__mDummyWall-mesh-weight" offset="1" />
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        </vertex_weights>
      </skin>
    </controller>
  </library_controllers>
  <library_visual_scenes>
    <visual_scene id="Scene" name="Scene">
      <node id="Armature" name="Armature" type="NODE">
        <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        <node id="Armature_RoomSpWallWindow00EntranceUp4m" name="RoomSpWallWindow00EntranceUp4m" sid="RoomSpWallWindow00EntranceUp4m" type="JOINT">
          <matrix sid="transform">1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1</matrix>
        </node>
      </node>
      <node id="Celing__mDummyCeling" name="Celing__mDummyCeling" type="NODE">
        <instance_controller url="#Armature_Celing__mDummyCeling-mesh">
          <skeleton>#Armature_RoomSpWallWindow00EntranceUp4m</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mDummyCeling" target="#mDummyCeling" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="Landing__mDummyLanding" name="Landing__mDummyLanding" type="NODE">
        <instance_controller url="#Armature_Landing__mDummyLanding-mesh">
          <skeleton>#Armature_RoomSpWallWindow00EntranceUp4m</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mDummyLanding" target="#mDummyLanding" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="Shadow__mShadow" name="Shadow__mShadow" type="NODE">
        <instance_controller url="#Armature_Shadow__mShadow-mesh">
          <skeleton>#Armature_RoomSpWallWindow00EntranceUp4m</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mShadow" target="#mShadow" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="SoftMesh1__mSoftMesh" name="SoftMesh1__mSoftMesh" type="NODE">
        <instance_controller url="#Armature_SoftMesh1__mSoftMesh-mesh">
          <skeleton>#Armature_RoomSpWallWindow00EntranceUp4m</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mSoftMesh" target="#mSoftMesh" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
      <node id="Wall__mDummyWall" name="Wall__mDummyWall" type="NODE">
        <instance_controller url="#Armature_Wall__mDummyWall-mesh">
          <skeleton>#Armature_RoomSpWallWindow00EntranceUp4m</skeleton>
          <bind_material>
            <technique_common>
              <instance_material symbol="mDummyWall" target="#mDummyWall" />
              <bind_vertex_input semantic="CHANNEL0" input_semantic="TEXCOORD" input_set="0" />
              <bind_vertex_input semantic="CHANNEL1" input_semantic="TEXCOORD" input_set="1" />
              <bind_vertex_input semantic="CHANNEL2" input_semantic="TEXCOORD" input_set="2" />
            </technique_common>
          </bind_material>
        </instance_controller>
      </node>
    </visual_scene>
  </library_visual_scenes>
  <scene>
    <instance_visual_scene url="#Scene" />
  </scene>
</COLLADA>