{ ;-------- ; Models ;-------- MODEL 0 "gate" ;---------------------------- ; Gate ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "Gate 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 false ; Whether the animation needs to be triggered PreCountdown true 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) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 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) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 3.500 ; 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 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 80.000 ; Rotation (in degrees) } } } ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "Gate 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 false ; Whether the animation needs to be triggered PreCountdown true 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) Parent 0 ; Body part parent ID; must be smaller than the bone ID; not present at the main body part OffsetTranslation 0.000 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) } KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 3.500 ; 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 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 -80.000 ; Rotation (in degrees) } } } }