{ ;-------- ; Models ;-------- MODEL 0 "claw" MODEL 1 "claw2" MODEL 2 "box" MODEL 3 "claw3" MODEL 4 "cable" MODEL 5 "cable2" MODEL 6 "light" ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Claw" ; 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 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) } 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) } 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) OffsetTranslation 0.000 360.000 0.000 } BONE { BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0.000 -110.000 0.000 } BONE { BoneID 5 ; Body part ID (0 to 15); part 0 is the main body part ModelID 4 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0.000 -110.000 0.000 } BONE { BoneID 6 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; Model ID (0 to 63, or -1) Parent 0 OffsetTranslation 0.000 -110.000 0.000 } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.000 ; 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 Translation 0.000 80.000 0.000 } BONE { BoneID 3 ; Body part ID Translation 0.000 -80.000 0.000 } BONE { BoneID 5 ; Body part ID Visible false } BONE { BoneID 6 ; Body part ID Visible false } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 1.000 ; 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 Translation 0.000 80.000 0.000 } BONE { BoneID 3 ; Body part ID Translation 0.000 -80.000 0.000 } BONE { BoneID 5 ; Body part ID Visible true } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 1.000 ; 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 Translation 0.000 80.000 0.000 } BONE { BoneID 3 ; Body part ID Translation 0.000 -80.000 0.000 } BONE { BoneID 6 ; Body part ID Visible true } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 2.000 ; 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 } BONE { BoneID 1 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 15.000 } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -15.000 } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 1.000 ; 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 Translation 0.000 -80.000 0.000 } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 1.000 ; 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 Translation 0.000 -80.000 0.000 } BONE { BoneID 6 ; Body part ID Visible false } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 1.000 ; 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 Translation 0.000 -80.000 0.000 } BONE { BoneID 5 ; Body part ID Visible false } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 2.000 ; 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 } } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 0.500 ; Time (in seconds) since previous keyframe Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID } BONE { BoneID 1 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -15.000 } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 15.000 } BONE { BoneID 3 ; Body part ID Translation 0.000 240.000 0.000 } } KEYFRAME { FrameNr 9 ; Number of the keyframe (0 to 255) Time 2.000 ; Time (in seconds) since previous keyframe Type 4 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID } } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Light" ; 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 BONE { BoneID 0 ; Body part ID (0 to 15); part 0 is the main body part ModelID 6 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 Translation 0.000 0.000 0.000 } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 Translation 0.000 0.000 0.000 } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 Translation 0.000 0.000 0.000 } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 Translation 0.000 0.000 0.000 } } KEYFRAME { FrameNr 9 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } KEYFRAME { FrameNr 10 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 Translation 0.000 0.000 0.000 } } KEYFRAME { FrameNr 11 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } KEYFRAME { FrameNr 12 ; Number of the keyframe (0 to 255) Time 0.200 ; 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 Translation 0.000 0.000 0.000 } } KEYFRAME { FrameNr 13 ; Number of the keyframe (0 to 255) Time 0.001 ; 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 Translation 0.000 0.000 -290.000 } } }