MODEL 0 "eagle" MODEL 1 "wingl" MODEL 2 "wingr" MODEL 3 "rvw_flag1" MODEL 4 "rvw_flag2" MODEL 5 "rvw_flag3" MODEL 6 "rvw_flag4" ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Eagle" ; Display name (currently unused) Mode 0 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger false ; Whether the animation needs to be triggered BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID -1 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 0 ; Model ID (0 to 63, or -1) OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 4000.000 0.000 0.000 ; Offset to parent location } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 1 ; Model ID (0 to 63, or -1) Parent 1 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part } BONE { BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part ModelID 2 ; Model ID (0 to 63, or -1) Parent 1 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 8 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 160 ; Rotation (in degrees) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 8 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 160 ; Rotation (in degrees) } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 9 ; Number of the keyframe (0 to 255) Time 0.25 ; Time (in seconds) since previous keyframe Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } } ANIMATION { Slot 1 Name "Re-Volt World Flag" Mode 2 BONE { BoneID 0 ModelID -1 } BONE { BoneID 1 ModelID 3 Parent 0 OffsetTranslation 0 -430 0 } BONE { BoneID 2 ModelID 4 Parent 1 OffsetTranslation 0 0 280 } BONE { BoneID 3 ModelID 5 Parent 2 OffsetTranslation 0 0 280 } BONE { BoneID 4 ModelID 6 Parent 3 OffsetTranslation 0 0 280 } KEYFRAME { FrameNr 0 Time 1 Type 3 BONE { BoneID 1 RotationAxis 0 1 0 RotationAmount 20 } BONE { BoneID 2 RotationAxis 0 1 0 RotationAmount 10 } BONE { BoneID 3 RotationAxis 0 1 0 RotationAmount 7 } BONE { BoneID 4 RotationAxis 0 1 0 RotationAmount 3 } } KEYFRAME { FrameNr 1 Time 1 Type 3 BONE { BoneID 1 RotationAxis 0 1 0 RotationAmount -20 } BONE { BoneID 2 RotationAxis 0 1 0 RotationAmount -20 } BONE { BoneID 3 RotationAxis 0 1 0 RotationAmount -25 } BONE { BoneID 4 RotationAxis 0 1 0 RotationAmount -30 } } KEYFRAME { FrameNr 2 Time 1 Type 3 BONE { BoneID 1 RotationAxis 0 1 0 RotationAmount 20 } BONE { BoneID 2 RotationAxis 0 1 0 RotationAmount 20 } BONE { BoneID 3 RotationAxis 0 1 0 RotationAmount 25 } BONE { BoneID 4 RotationAxis 0 1 0 RotationAmount 30 } } KEYFRAME { FrameNr 3 Time 1 Type 3 BONE { BoneID 1 RotationAxis 0 1 0 RotationAmount -10 } BONE { BoneID 2 RotationAxis 0 1 0 RotationAmount -10 } BONE { BoneID 3 RotationAxis 0 1 0 RotationAmount -10 } BONE { BoneID 4 RotationAxis 0 1 0 RotationAmount -10 } } KEYFRAME { FrameNr 4 Time 1 Type 3 BONE { BoneID 1 RotationAxis 0 1 0 RotationAmount 10 } BONE { BoneID 2 RotationAxis 0 1 0 RotationAmount 10 } BONE { BoneID 3 RotationAxis 0 1 0 RotationAmount 15 } BONE { BoneID 4 RotationAxis 0 1 0 RotationAmount 15 } } }