MODEL 0 "gap1" MODEL 1 "gap_22" MODEL 2 "gap3" ;---------------------------- ; crane ;---------------------------- ANIMATION { Slot 0 ; Slot ID (0 to 255) Name "GAP1" ; 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 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 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 7.000 ; Offset rotation (in degrees) } ; Add more bones here. 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 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 -14.000 ; Rotation (in degrees) } } ;---------------------------- ; crane ;---------------------------- ANIMATION { Slot 1 ; Slot ID (0 to 255) Name "GAP22" ; 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 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) 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 4.000 ; Offset rotation (in degrees) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 6.000 ; 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 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 -8.000 ; Rotation (in degrees) } } ;---------------------------- ; crane ;---------------------------- ANIMATION { Slot 2 ; Slot ID (0 to 255) Name "GAP3" ; 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 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 2 ; 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 5.000 ; Offset rotation (in degrees) } ; Add more bones here. KEYFRAME { FrameNr 0 ; Number of the keyframe (0 to 255) Time 4.000 ; 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 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 -10.000 ; Rotation (in degrees)