==== Meshes: 1
- Mesh 'Mesh' vtx:8 face:6 loop:24 edge:12
    - 0 1 3 2 2 ... 3 6 0 2 4 
    - 0/1 2/3 4/5 6/7 0/2 ... 3/5 4/6 5/7 0/6 1/7 
  - attr 'position' FLOAT_VECTOR POINT
    - (-0.500, -0.500, 0.500)
    - (0.500, -0.500, 0.500)
    - (-0.500, 0.500, 0.500)
      ...
    - (0.500, 0.500, -0.500)
    - (-0.500, -0.500, -0.500)
    - (0.500, -0.500, -0.500)
  - attr 'sharp_edge' BOOLEAN EDGE
    - 1 1 1 1 1 ... 1 1 1 1 1 
  - attr 'material_index' INT FACE
    - 0 0 0 0 0 0 
  - attr 'custom_normal' INT16_2D CORNER
    - (0, 0)
    - (32767, 0)
    - (32767, -21845)
      ...
    - (32767, -21845)
    - (32767, 32767)
    - (32767, 0)
  - attr 'map1' FLOAT2 CORNER
    - (0.375, 0.000)
    - (0.625, 0.000)
    - (0.625, 0.250)
      ...
    - (0.375, 0.000)
    - (0.375, 0.250)
    - (0.125, 0.250)
  - 1 materials
    - 'lambert1' 

==== Objects: 1
- Obj 'pCube1' MESH data:'Mesh'
  - pos 0.000, 0.000, 0.000
  - rot 1.571, 0.000, 0.000 (XYZ)
  - scl 0.010, 0.010, 0.010
  - props: str:currentUVSet='map1'

==== Materials: 1
- Mat 'lambert1'
  - base color (0.500, 0.500, 0.500)
  - specular ior 0.500
  - specular tint (1.000, 1.000, 1.000)
  - roughness 0.500
  - metallic 0.000
  - ior 1.500
  - viewport diffuse (0.500, 0.500, 0.500, 1.000)
  - viewport specular (1.000, 1.000, 1.000), intensity 0.500
  - viewport metallic 0.000, roughness 0.500
  - backface False probe True shadow False
  - anim act:Take 001 slot:MAlambert1 blend:REPLACE drivers:0

==== Actions: 1
- Action 'Take 001' curverange:(1.0 .. 7.0) layers:1
- ActionLayer Layer strips:1
 - Keyframe strip channelbags:2
 - Channelbag slot 'MAlambert1' curves:3
  - fcu 'diffuse_color[0]' smooth:CONT_ACCEL extra:CONSTANT keyframes:2
    - (1.000, 0.000) lh:(-1.000, 0.000 AUTO_CLAMPED) rh:(3.000, 0.000 AUTO_CLAMPED)
    - (7.000, 1.000) lh:(5.000, 1.000 AUTO_CLAMPED) rh:(9.000, 1.000 AUTO_CLAMPED)
  - fcu 'diffuse_color[1]' smooth:CONT_ACCEL extra:CONSTANT keyframes:2
    - (1.000, 0.000) lh:(-1.000, 0.000 AUTO_CLAMPED) rh:(3.000, 0.000 AUTO_CLAMPED)
    - (7.000, 1.000) lh:(5.000, 1.000 AUTO_CLAMPED) rh:(9.000, 1.000 AUTO_CLAMPED)
  - fcu 'diffuse_color[2]' smooth:CONT_ACCEL extra:CONSTANT keyframes:2
    - (1.000, 0.000) lh:(-1.000, 0.000 AUTO_CLAMPED) rh:(3.000, 0.000 AUTO_CLAMPED)
    - (7.000, 1.000) lh:(5.000, 1.000 AUTO_CLAMPED) rh:(9.000, 1.000 AUTO_CLAMPED)
 - Channelbag slot 'NTShader Nodetree' curves:3
  - fcu 'nodes["Principled BSDF"].inputs[0].default_value[0]' smooth:CONT_ACCEL extra:CONSTANT keyframes:2
    - (1.000, 0.000) lh:(-1.000, 0.000 AUTO_CLAMPED) rh:(3.000, 0.000 AUTO_CLAMPED)
    - (7.000, 1.000) lh:(5.000, 1.000 AUTO_CLAMPED) rh:(9.000, 1.000 AUTO_CLAMPED)
  - fcu 'nodes["Principled BSDF"].inputs[0].default_value[1]' smooth:CONT_ACCEL extra:CONSTANT keyframes:2
    - (1.000, 0.000) lh:(-1.000, 0.000 AUTO_CLAMPED) rh:(3.000, 0.000 AUTO_CLAMPED)
    - (7.000, 1.000) lh:(5.000, 1.000 AUTO_CLAMPED) rh:(9.000, 1.000 AUTO_CLAMPED)
  - fcu 'nodes["Principled BSDF"].inputs[0].default_value[2]' smooth:CONT_ACCEL extra:CONSTANT keyframes:2
    - (1.000, 0.000) lh:(-1.000, 0.000 AUTO_CLAMPED) rh:(3.000, 0.000 AUTO_CLAMPED)
    - (7.000, 1.000) lh:(5.000, 1.000 AUTO_CLAMPED) rh:(9.000, 1.000 AUTO_CLAMPED)

