#these are the collision objects for the long hair from maya
#spheres have to be specified with 's', cylinders with 'c'
#in addition, the sphere that denotes the head has to have a special qualifier called 'head'
#any implicit that also has to be used as a barycentric interpolant hair obstacle should be labeled with 'barycentricObstacle'

#for implicits:
#scale
#rotation (in radians)
#translation


// 's' this is the 'head'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1  
2.4 2.788 3.002
0.0 0.0 0.0
0.018 1.109 -0.157

// 's' this is the 'chin'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1  
1.2 1.0 1.1
0.0 0.0 0.0
0.0 -0.8 1.3


// 's' 'X' this is the 'body'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
4.497 1.797 1.95
0.0 0.0 0.0
0 -4.454 -1.3

// 's' 'X' this is the 'neck'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
1.597 2.797 1.597
0.0 0.0 0
0 -1.5 -0.5

// 's' 'X' this is the 'left breast'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
2.0 1.497 2.45
0.0 0.0 0.0
-1.6 -5.3 -0.7


// 's' 'X' this is the 'right breast'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
2.0 1.497 2.45
0.0 0.0 0.0
1.6 -5.3 -0.7


// 's' 'X' this is the 'left shoulder'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
2.55 1.497 1.7
0.0 0.0 0.0
-2.513 -5.0 -1.4

// 's' 'X' this is the 'right shoulder'
// 'barycentricObstacle'
// 'basePoseToMeshBind'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
2.55 1.497 1.7
0.0 0.0 0.0
2.513 -5.0 -1.4

// 'scalpToMesh'
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1

// 'InitialTotalTransform'
1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1