{ ;-------- ; Models ;-------- MODEL 0 "bird2" MODEL 1 "wing1" MODEL 2 "wing2" MODEL 3 "wing3" ;---------------------------- ; Bird 1 ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Bird 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 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) OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount -15.000 ; Offset rotation (in degrees) } 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 OffsetRotationAmount -15.000 ; Offset rotation (in degrees) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 5000.000 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 OffsetTranslation 18.000 -58.000 76.000 ; Offset to parent location OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount -6.450 ; Offset rotation (in degrees) } 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 OffsetTranslation -18.000 -58.000 76.000 ; Offset to parent location OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount -6.450 ; 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 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 0.1 ; 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 RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 30.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 0.1 ; 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 } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 84.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -84.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } } ;- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 0.25 ; 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 RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -82.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 82.000 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 82.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -82.000 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -62.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 62.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 5 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 62.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -62.000 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 10 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 11 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 12 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 13 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 14 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 15 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 16 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 17 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 18 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 19 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 20 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 21 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 22 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 23 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 24 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 25 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID } BONE { BoneID 2 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible true ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 26 ; 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 11.458 ; Rotation (in degrees) } BONE { BoneID 1 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) } BONE { BoneID 2 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount -42.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID Visible false ; Toggle body part visibility (for all future keyframes until it is changed again) RotationAxis 0.000 0.000 1.000 ; Rotation axis RotationAmount 42.000 ; Rotation (in degrees) } } } ;_____________________________________________________________ ;_____________________________________________________________ ;______END_OF_BIRD_1________________________________________ ;_____________________________________________________________ ;_____________________________________________________________ ;---------------------------- ; Bird 2 ;---------------------------- ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Bird 2" ; 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 5000.000 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 OffsetTranslation 18.000 -58.000 76.000 ; Offset to parent location OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount -6.450 ; Offset rotation (in degrees) } 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 OffsetTranslation -18.000 -58.000 76.000 ; Offset to parent location OffsetRotationAxis 1.000 0.000 0.000 ; Offset rotation axis OffsetRotationAmount -6.450 ; Offset rotation (in degrees) } 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) } } }