MODEL 0 "platform" MODEL 1 "block_1" MODEL 2 "close_1" MODEL 4 "space" MODEL 5 "deze" MODEL 6 "color" MODEL 7 "door_1" MODEL 8 "fan" MODEL 9 "mars" MODEL 10 "eris" MODEL 11 "debris" MODEL 12 "debris_2" MODEL 13 "debris_3" ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "platform" ; 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) PreCountdown true ; 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 0 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 4.000 Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 -1344.10 0.000 ; Translation } } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "block" ; 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) 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) } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 6 ; Model ID (0 to 63, or -1) Parent 1 OffsetTranslation 0.000 -86.500 0.000 ; Initial offset } KEYFRAME { FrameNr 0 Time 3.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 0.000 0.000 ; Translation } BONE { BoneID 2 Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 5000.000; } } KEYFRAME { FrameNr 1 Time 1.400 Type 1 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 Translation 0.000 178.900 0.000 ; Translation } BONE { BoneID 2 Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 2200.000; } } } ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "close" ; 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) 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 2 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 4.400 Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 0.000 0.000 ; Translation } } KEYFRAME { FrameNr 1 Time 1.000 Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 Translation 0.000 0.000 -127.100 ; Translation } } KEYFRAME { FrameNr 2 Time 1.000 Type 2 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 1 Translation 0.000 -20.000 0.000 ; Translation } } } ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "STARS" ; 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 4 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 1200.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 6 ; Slot ID (0 to 255) Name "DOOR2" ; Display name (currently unused) Mode 2 ; 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 7 ; Model ID (0 to 63, or -1) OffsetTranslation 0.000 800.00 0.000 ; Initial offset } KEYFRAME { FrameNr 0 Time 4.000 Type 4 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 -70.000 0.000 ; Translation } } KEYFRAME { FrameNr 1 Time 3.000 Type 4 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 30.000 0.000 ; Translation } } KEYFRAME { FrameNr 2 Time 1.000 Type 3 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 40.000 0.000 ; Translation } } } ANIMATION { Slot 10 ; Slot ID (0 to 255) Name "FAN3" ; 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 8 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 0.560 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 0.000 0.000 ; Translation RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 11 ; Slot ID (0 to 255) Name "mars" ; 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 9 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 600.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 12 ; Slot ID (0 to 255) Name "eris" ; 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 10 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 600.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation 0.000 0.000 0.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 13 ; Slot ID (0 to 255) Name "debris" ; 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 11 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 25.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation -400.000 1100.000 -9000.000 ; Translation RotationAxis -4.000 2.500 0.992 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 14 ; Slot ID (0 to 255) Name "debris2" ; 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 12 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 25.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation -400.000 1100.000 -9000.000 ; Translation RotationAxis -2.000 7.500 0.992 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 15 ; Slot ID (0 to 255) Name "debris2" ; 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 12 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 8.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation -700.000 -1600.000 -200.000 ; Translation RotationAxis -2.000 7.500 0.992 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 16 ; Slot ID (0 to 255) Name "debris3" ; 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 13 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 12.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation -700.000 -1600.000 -200.000 ; Translation RotationAxis -2.000 7.500 0.992 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 17 ; Slot ID (0 to 255) Name "debris3" ; 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 13 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 10.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation -700.000 -1600.000 -200.000 ; Translation RotationAxis -7.000 1.500 2.992 ; Rotation axis RotationAmount 359.000; } } } ANIMATION { Slot 18 ; Slot ID (0 to 255) Name "debris2" ; 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 12 ; Model ID (0 to 63, or -1) } KEYFRAME { FrameNr 0 Time 14.000 Type 0 ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot BONE { BoneID 0 Translation -700.000 -1600.000 -200.000 ; Translation RotationAxis -1.000 3.500 1.992 ; Rotation axis RotationAmount 359.000; } } }