MODEL 0 "curtain1" MODEL 1 "curtain2a" MODEL 2 "curtain2b" MODEL 3 "spark" MODEL 4 "spotlight" MODEL 5 "mgc_rngs" SFX 0 "curtain1" SFX 1 "curtain2" SFX 2 "crtn_btn" SFX 3 "drumroll" SFX 4 "spotlight" SFX 5 "lights" ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Curtain 1" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce true ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15) part 0 is the main body part ModelID 0 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 1.900 ; 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 Translation 0.000 -3400.000 0.000 ; Translation SFX { SfxID 0 ; Sound ID (0 to 63, or -1) Range 30 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Curtain 2" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times 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 1 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation -5250.000 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 2 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation 5250.000 0.000 0.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 1.900 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID SFX { SfxID 1 ; Sound ID (0 to 63, or -1) Range 30 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } BONE { BoneID 1 ; Body part ID Translation 5250.000 0.000 0.000 ; Translation } BONE { BoneID 2 ; Body part ID Translation -5250.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 3.100 ; Time (in seconds) since previous keyframe } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 1.900 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID SFX { SfxID 1 ; Sound ID (0 to 63, or -1) Range 30 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } BONE { BoneID 1 ; Body part ID Translation -5250.000 0.000 0.000 ; Translation } BONE { BoneID 2 ; Body part ID Translation 5250.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 0.100 ; Time (in seconds) since previous keyframe } } ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "Curtain Button" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; Time (in seconds) since previous keyframe BONE { BoneID 0 ; Body part ID LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 0 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 6.999 ; 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 SFX { SfxID 2 ; Sound ID (0 to 63, or -1) Range 30 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) } } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.001 ; Time (in seconds) since previous keyframe BONE { BoneID 0 ; Body part ID LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) } } } } ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "Spotlight" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) } BONE { BoneID 1 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation 0.000 -3000.000 0.000 ; Offset to parent location OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount 90.000 ; Offset rotation (in degrees) } BONE { BoneID 2 ; Body part ID (0 to 15) part 0 is the main body part ModelID 4 ; 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 OffsetTranslation 0.000 0.000 3400.000 ; Offset to parent location OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount -90.000 ; Offset rotation (in degrees) } KEYFRAME { FrameNr 0 ; 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 1 ; Body part ID LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 255 255 ; Light color (RGB values, -1024 to 1024 for each component) Reach 10000 ; Light reach distance ConeSize 20 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.500 ; Time (in seconds) since previous keyframe Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID SFX { SfxID 3 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } } BONE { BoneID 1 ; Body part ID SFX { SfxID 4 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } LIGHT { Type 2 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) } } BONE { BoneID 2 ; Body part ID Translation 0.000 -400.000 0.000 ; Translation } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 1.500 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID Translation -2800.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 3.000 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID Translation 5600.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 1.500 ; Time (in seconds) since previous keyframe Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 ; Body part ID Translation -2800.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 5 ; 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 2 ; Body part ID Translation 0.000 400.000 0.000 ; Translation } } KEYFRAME { FrameNr 6 ; 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 1 ; Body part ID SFX { SfxID 4 ; Sound ID (0 to 63, or -1) Range 100 ; Range multiplier (0 to 100) Looping false ; Whether the sound is continuous or one-shot } LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) } } } ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "Light Switch" ; Display name (currently unused) Mode 1 ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe) NeedsTrigger true ; Whether the animation needs to be triggered TriggerOnce false ; Whether the animation can be triggered multiple times BONE { BoneID 0 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) BONE { BoneID 1 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation -350 -444.877 7.785 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } BONE { BoneID 2 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation 350 -444.877 7.785 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } BONE { BoneID 3 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) Parent 0 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation -350 544.877 7.785 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } 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 ; Body part parent ID must be smaller than the bone ID not present at the main body part OffsetTranslation 350 544.877 7.785 ; Offset to parent location OffsetRotationAxis 0.000 1.000 0.000 ; Offset rotation axis OffsetRotationAmount 180.000 ; Offset rotation (in degrees) } BONE { BoneID 5 ; Body part ID (0 to 15) part 0 is the main body part ModelID 3 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 0.001 ; Time (in seconds) since previous keyframe BONE { BoneID 0 ; Body part ID LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 255 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 2000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 1 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 2 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 3 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 4 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 5 ; Body part ID LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 255 ; Light color (RGB values, -1024 to 1024 for each component) Reach 2000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 7.000 ; Time (in seconds) since previous keyframe Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID SFX { SfxID 5 ; Sound ID (0 to 63, or -1) Range 50 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 255 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 2000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 1 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 2 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 3 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 4 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 5 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 255 ; Light color (RGB values, -1024 to 1024 for each component) Reach 2000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 1.999 ; Time (in seconds) since previous keyframe Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID SFX { SfxID 5 ; Sound ID (0 to 63, or -1) Range 50 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 255 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 2000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 1 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 2 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 3 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 4 ; Body part ID SPARK { Type 15 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 200 ; Average speed of particle (0 to 200) VariableSpeed 200 ; Speed variation of particle (0 to 200) Frequency 200 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 5 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 255 ; Light color (RGB values, -1024 to 1024 for each component) Reach 2000 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 0.001 ; Time (in seconds) since previous keyframe Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 ; Body part ID SFX { SfxID -1 ; Sound ID (0 to 63, or -1) Range 1 ; Range multiplier (0 to 100) Looping true ; Whether the sound is continuous or one-shot } LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 255 255 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 1 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 1 ; Average speed of particle (0 to 200) VariableSpeed 1 ; Speed variation of particle (0 to 200) Frequency 1 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 2 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 1 ; Average speed of particle (0 to 200) VariableSpeed 1 ; Speed variation of particle (0 to 200) Frequency 1 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 3 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 1 ; Average speed of particle (0 to 200) VariableSpeed 1 ; Speed variation of particle (0 to 200) Frequency 1 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 4 ; Body part ID SPARK { Type -1 ; Particle type, defined in properties.txt (0 to 63, or -1) AverageSpeed 1 ; Average speed of particle (0 to 200) VariableSpeed 1 ; Speed variation of particle (0 to 200) Frequency 1 ; Particle generation frequency (1 to 200, or 0 for one-shot) } } BONE { BoneID 5 ; Body part ID LIGHT { Type -1 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 255 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 1 ; Flicker speed (1 to 255, 0 to disable) } } } } ANIMATION { Slot 5 ; Slot ID (0 to 255) Name "Magic Rings" ; 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) BONE { BoneID 0 ; Body part ID (0 to 15) part 0 is the main body part ModelID 5 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 1.752 ; 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 360.000 ; Rotation (in degrees) } } }