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)
    }
  }
}