{
;--------
; 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)
    }
   }

}