{ ;-------- ; Models ;-------- ;---------------------------- ; Animations ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Lights" ; 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 TriggerOnce false ; Whether the animation can be triggered multiple times PreCountdown false ; Whether the animation must start before countdown (in multiplayer) 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 1500.000 0.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis OffsetRotationAmount 0.000 ; Offset rotation (in degrees) 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 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1500.000 0.000 0.000 ; Offset to parent location OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis OffsetRotationAmount 0.000 ; Offset rotation (in degrees) } BONE { BoneID 3 ; 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 00.000 0.000 1500.000 ; Offset to parent location OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis OffsetRotationAmount 0.000 ; Offset rotation (in degrees) } BONE { BoneID 4 ; 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 00.000 0.000 -1500.000 ; Offset to parent location OffsetRotationAxis 0.000 -1.000 0.000 ; Offset rotation axis OffsetRotationAmount 0.000 ; Offset rotation (in degrees) } ; Add more bones here. KEYFRAME { FrameNr 0 ; 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 LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 256 0 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1024 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 2 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 0 256 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1024 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 3 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 0 256 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1024 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 4 ; Body part ID LIGHT { Type 0 ; Light type (0 - omni, 1 - omni normal, 2 - spot, 3 - spot normal, or -1 to disable) Color 256 256 0 ; Light color (RGB values, -1024 to 1024 for each component) Reach 1024 ; Light reach distance ConeSize 0 ; Cone size for spot lights (1 to 180) FlickerSpeed 0 ; Flicker speed (1 to 255, 0 to disable) } } BONE { BoneID 0 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 -1.000 0.000 ; Rotation axis RotationAmount 360.000 ; Rotation (in degrees) } ; Update more bones here. } ; Add more keyframes here. } }