MODEL 0 "elevator" MODEL 1 "bmw_red" MODEL 2 "bmw_wheelsf" MODEL 3 "bmw_wheelsb" MODEL 4 "drone" MODEL 5 "blade" MODEL 6 "bmw_blue" ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Elevator" ; 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 it has to be triggered to start 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) OffsetTranslation 0.000 0.000 0.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 8.000 ; 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 0 ; Body part ID Translation 0.000 -3000.000 0.000 ; Translation } } KEYFRAME { FrameNr 1 ; 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 } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 5.000 ; 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 0 ; Body part ID Translation 0.000 1500.000 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 } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 5.000 ; 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 0 ; Body part ID Translation 0.000 1500.000 0.000 ; Translation } } KEYFRAME { FrameNr 5 ; 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 } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 5.000 ; 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 0 ; Body part ID Translation 0.000 -1500.000 0.000 ; Translation } } KEYFRAME { FrameNr 7 ; 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 } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 5.000 ; 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 0 ; Body part ID Translation 0.000 1500.000 0.000 ; Translation } } KEYFRAME { FrameNr 9 ; 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 } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Elevator2" ; 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 it has to be triggered to start 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) OffsetTranslation 0.000 0.000 0.000 ; Initial offset } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10.000 ; 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 0 ; Body part ID Translation 0.000 -6000.000 0.000 ; Translation } } KEYFRAME { FrameNr 1 ; 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 } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 7.000 ; 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 0 ; Body part ID Translation 0.000 3000.000 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 } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 7.000 ; 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 0 ; Body part ID Translation 0.000 3000.000 0.000 ; Translation } } KEYFRAME { FrameNr 5 ; 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 } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 7.000 ; 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 0 ; Body part ID Translation 0.000 -3000.000 0.000 ; Translation } } KEYFRAME { FrameNr 7 ; 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 } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 7.000 ; 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 0 ; Body part ID Translation 0.000 3000.000 0.000 ; Translation } } KEYFRAME { FrameNr 9 ; 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 } } ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "BMW_Red" ; 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 it has to be triggered to start ### Right Handle ### 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) OffsetTranslation -2500.000 0.000 200.000 ; Initial offset } 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 2500.000 0.000 0.000 ; Initial offset } 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 1 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 200.000 -600.000 ; Offset to parent location } 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 1 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 200.000 600.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 10.300 ; 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 -38000.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -12000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -12000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 5.500 ; 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 Translation 0.000 0.000 -9800.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 2 ; 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 Translation 0.000 0.000 0.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 0.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 0.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 5.500 ; 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 Translation 0.000 0.000 -9800.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 8.000 ; 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 0.000 -22500.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -9000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -9000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 3.200 ; 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 Translation 0.000 0.000 -4000.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 3.000 ; 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 200.000 0.000 -200.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -90.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 5.500 ; 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 -9800.000 ; Translation } BONE { BoneID 2 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } } ANIMATION { Slot 3 ; Slot ID (0 to 255) Name "BMW_Blue" ; 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 it has to be triggered to start ### Right Handle ### 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) OffsetTranslation -1700.000 0.000 700.000 ; Initial offset } ### Left Handle ### 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 3400.000 0.000 0.000 ; Initial offset } ### Chassis ### 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 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation -1700.000 0.000 -800.000 ; Initial offset } ### Front Wheels ### 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 2 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 200.000 -600.000 ; Offset to parent location } ### Rear Wheels ### 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 2 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 200.000 600.000 ; Offset to parent location } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 4.500 ; 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 -9800.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 1 ; Number of the keyframe (0 to 255) Time 2.500 ; 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 Translation 0.000 0.000 -3000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 2 ; Number of the keyframe (0 to 255) Time 2.500 ; 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 Translation 700.000 0.000 -1000.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -90.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 3 ; Number of the keyframe (0 to 255) Time 2.500 ; 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 -6000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 4 ; Number of the keyframe (0 to 255) Time 2.500 ; 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 Translation 0.000 0.000 -3000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 5 ; Number of the keyframe (0 to 255) Time 2.500 ; 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 Translation 700.000 0.000 -1000.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount -90.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 6 ; Number of the keyframe (0 to 255) Time 7.500 ; 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 -18000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -7000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -7000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 7 ; Number of the keyframe (0 to 255) Time 0.67 ; 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 -2000.000 ; Translation RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount 4.500 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 8 ; Number of the keyframe (0 to 255) Time 0.67 ; 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 -2000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 9 ; Number of the keyframe (0 to 255) Time 0.67 ; 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 -2000.000 ; Translation RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -4.500 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 10 ; Number of the keyframe (0 to 255) Time 3.000 ; 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 0.000 -10000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -6000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 11 ; Number of the keyframe (0 to 255) Time 1.800 ; 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 Translation 0.000 0.000 -3000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 12 ; Number of the keyframe (0 to 255) Time 2.800 ; 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 1 ; Body part ID Translation 500.000 0.000 -1000.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 90.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 13 ; Number of the keyframe (0 to 255) Time 11.600 ; 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 32300.000 0.000 0.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -18000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -18000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 14 ; Number of the keyframe (0 to 255) Time 2.000 ; 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 Translation 3000.000 0.000 0.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 15 ; Number of the keyframe (0 to 255) Time 3.000 ; 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 1 ; Body part ID Translation 500.000 0.000 -1000.000 ; Translation RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 90.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -2500.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 16 ; Number of the keyframe (0 to 255) Time 2.500 ; 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 4900.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -3000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -3000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 17 ; Number of the keyframe (0 to 255) Time 0.100 ; 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 0.000 300.000 1000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -3000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -3000.000 ; Rotation (in degrees) } } KEYFRAME { FrameNr 18 ; Number of the keyframe (0 to 255) Time 6.000 ; 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 0.000 15000.000 ; Translation } BONE { BoneID 3 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -7000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 1.000 0.000 0.000 ; Rotation axis RotationAmount -7000.000 ; Rotation (in degrees) } } } ANIMATION { Slot 4 ; Slot ID (0 to 255) Name "Drone" ; 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) NeedsTrigger false ; whether it has to be triggered to start 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) OffsetTranslation 0.000 0.000 0.000 ; Initial offset } BONE { BoneID 1 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; 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 -40.000 0.000 52.000 ; Initial offset } BONE { BoneID 2 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; 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 -40.000 0.000 -51.000 ; Initial offset } BONE { BoneID 3 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; 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 36.000 0.000 52.000 ; Initial offset } BONE { BoneID 4 ; Body part ID (0 to 15); part 0 is the main body part ModelID 5 ; 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 36.000 0.000 -51.000 ; Initial offset } KEYFRAME { FrameNr 0 ; 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 0 ; Body part ID Translation 0.000 -25.000 0.000 ; Translation } BONE { BoneID 1 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 50000.000 ; Rotation (in degrees) } BONE { BoneID 2 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 50000.000 ; Rotation (in degrees) } BONE { BoneID 3 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 50000.000 ; Rotation (in degrees) } BONE { BoneID 4 ; Body part ID RotationAxis 0.000 1.000 0.000 ; Rotation axis RotationAmount 50000.000 ; Rotation (in degrees) } } }