Implemented new NPC animations for citizen packages, suitcases, and RPGs on citizens, metrocops, and Combine soldiers

This commit is contained in:
Blixibon 2021-10-03 21:31:06 -05:00
parent bac1760f57
commit ee8f075d07
66 changed files with 83868 additions and 11 deletions

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@ -1,7 +1,8 @@
// ================================================================
//
// Arrest animations experiment
//
// ================================================================
$sequence "arrest_act_floor" {
"arrestidle.smd"
@ -39,7 +40,7 @@ $sequence "arrest_act_floor_enter" {
frame 5 97
activity "ACT_ARREST_FLOOR_ENTER" 1
weightlist "NoHands"
blendlayer "idle_subtle" 0 0 1 26 // arrest_act_standing
blendlayer $Blend_Idle_Unarmed$ 0 0 1 26 // arrest_act_standing
blendlayer "arrest_act_floor" 71 96 102 102 spline
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
@ -53,7 +54,7 @@ $sequence "arrest_act_floor_enter_panicked" {
frame 5 97
activity "ACT_ARREST_FLOOR_ENTER_PANICKED" 1
weightlist "NoHands"
blendlayer $PanickedIdle$ 0 0 5 26 // arrest_act_standing
blendlayer $Blend_Idle_Panicked$ 0 0 5 26 // arrest_act_standing
blendlayer "arrest_act_floor" 71 96 102 102 spline
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
@ -68,7 +69,7 @@ $sequence "arrest_act_floor_exit" {
activity "ACT_ARREST_FLOOR_EXIT" 1
weightlist "NoHands"
blendlayer "arrest_act_floor" 0 0 9 28
blendlayer "idle_subtle" 69 88 102 102 xfade
blendlayer $Blend_Idle_Unarmed$ 69 88 102 102 xfade
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 68 68 target 2 usesequence

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@ -0,0 +1,35 @@
// ================================================================
//
// Shared weapon_citizenpackage running animation
//
// ================================================================
$weightlist "weights_layer_package_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.3
"ValveBiped.Bip01_Spine2" 0.4
"ValveBiped.Bip01_Spine4" 0.5
"ValveBiped.Bip01_Neck1" 0.5
"ValveBiped.Bip01_Head1" 0.5
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
}
$sequence "layer_run_holding_package" {
"layer_walk_holding_package.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
weightlist "weights_layer_package_run"
}

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@ -0,0 +1,28 @@
$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_FemaleCitizenRunS"
"a_FemaleCitizenRunSE"
"a_FemaleCitizenRunE"
"a_FemaleCitizenRunNE"
"a_FemaleCitizenRunN" // a_WalkN_package
"a_FemaleCitizenRunNW"
"a_FemaleCitizenRunW"
"a_FemaleCitizenRunSW"
"a_FemaleCitizenRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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@ -0,0 +1,28 @@
$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_WalkN_package
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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@ -0,0 +1,94 @@
// ================================================================
//
// weapon_citizenpackage animations for metrocops
//
// ================================================================
$weightlist "weights_layer_package_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$sequence "layer_walk_holding_package" {
"layer_walk_holding_package.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
weightlist "weights_layer_package_walk"
}
$sequence "walk_holding_package_all" {
"a_PoliceWalkS"
"a_PoliceWalkSE"
"a_PoliceWalkE"
"a_PoliceWalkNE"
"a_PoliceWalkN" // a_WalkN_package
"a_PoliceWalkNW"
"a_PoliceWalkW"
"a_PoliceWalkSW"
"a_PoliceWalkS"
activity "ACT_WALK_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 9 "NPC_MetroPolice" }
{ event 6005 25 "NPC_MetroPolice" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_walk_holding_package" 0 0 0 0 local
node "walking"
}
$sequence "idlepackage" {
"idlepackage.smd"
activity "ACT_IDLE_PACKAGE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 0.48 4.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin 1.76 -4.89 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 1
}
$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceRunN" // a_WalkN_package
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 7 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

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@ -0,0 +1,94 @@
// ================================================================
//
// weapon_citizenpackage animations for soldiers
//
// ================================================================
$weightlist "weights_layer_package_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$sequence "layer_walk_holding_package" {
"layer_walk_holding_package.smd"
fadein 0.2
fadeout 0.2
hidden
//worldspace
fps 30
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
weightlist "weights_layer_package_walk"
}
$sequence "walk_holding_package_all" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN" // a_WalkN_package
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_walk_holding_package" 0 0 0 0 local
node "walking"
}
$sequence "idlepackage" {
"idlepackage.smd"
activity "ACT_IDLE_PACKAGE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 0.48 4.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 3
ikrule "rfoot" footstep contact 0 fakeorigin 1.76 -4.89 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 5 5 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 5 5 target 1
}
$include "CitizenPackageRun.qci"
$sequence "run_holding_package_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN" // a_WalkN_package
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_PACKAGE" 1
blend "move_yaw" -180 180
blendwidth 9
fadein 0.2
fadeout 0.2
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
keyvalues
{
interior ACT_IDLE_PACKAGE
}
blendlayer "layer_run_holding_package" 0 0 0 0 local
node "walking"
}

315
modelsrc/CitizenRPG.qci Normal file
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@ -0,0 +1,315 @@
// ================================================================
//
// RPG Animations for Metrocops/Soldiers
//
// ================================================================
$weightlist "weights_layer_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "@gesture_shoot_rpg_corrective_animation" "male_shared_anims\@gesture_shoot_rpg_corrective_animation.smd" {
}
$animation "a_RPG_aim_straight_up_corrective_animation" "male_shared_anims\a_RPG_aim_straight_up_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_right_corrective_animation" "male_shared_anims\a_RPG_aim_up_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_center_corrective_animation" "male_shared_anims\a_RPG_aim_up_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_left_corrective_animation" "male_shared_anims\a_RPG_aim_up_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_right_corrective_animation" "male_shared_anims\a_RPG_aim_mid_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_center_corrective_animation" "male_shared_anims\a_RPG_aim_mid_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_left_corrective_animation" "male_shared_anims\a_RPG_aim_mid_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_right_corrective_animation" "male_shared_anims\a_RPG_aim_down_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_center_corrective_animation" "male_shared_anims\a_RPG_aim_down_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_left_corrective_animation" "male_shared_anims\a_RPG_aim_down_left_corrective_animation.smd" {
}
$animation "a_aim_RPG_neutral" "male_shared_anims\a_aim_RPG_neutral.smd" {
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
}
$animation "a_RPG_aim_down_left" "male_shared_anims\a_RPG_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_center" "male_shared_anims\a_RPG_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_right" "male_shared_anims\a_RPG_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_left" "male_shared_anims\a_RPG_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_center" "male_shared_anims\a_RPG_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_right" "male_shared_anims\a_RPG_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_left" "male_shared_anims\a_RPG_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_center" "male_shared_anims\a_RPG_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_right" "male_shared_anims\a_RPG_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_straight_up" "male_shared_anims\a_RPG_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_straight_up_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$weightlist "weights_layer_rpg" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_layer_Aim_weak" {
"ValveBiped.Bip01_Pelvis" 0.6
"ValveBiped.Bip01_Spine" 0.6
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_layer_Aim_weaker" {
"ValveBiped.Bip01_Pelvis" 0.2
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_Aim_RPG_mid_left" {
"a_RPG_aim_mid_left"
weightlist "weights_layer_Aim_weak"
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "layer_Aim_RPG_up_center" {
"a_RPG_aim_up_center"
weightlist "weights_layer_Aim_weaker"
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "layer_rpg_aim" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_mid_left"
addlayer "layer_Aim_RPG_up_center"
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "layer_rpg_aim_crouch" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
//addlayer "layer_Aim_RPG_mid_left"
addlayer "layer_Aim_RPG_up_center"
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "gesture_shoot_rpg" {
"male_shared_anims\gesture_shoot_rpg.smd"
activity "ACT_GESTURE_RANGE_ATTACK_RPG" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_rpg_corrective_animation" 0
fadein 0.2
fadeout 0.2
fps 30
}
$sequence "layer_Aim_RPG_all" {
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_up_right"
"a_RPG_aim_up_center"
"a_RPG_aim_up_left"
"a_RPG_aim_mid_right"
"a_RPG_aim_mid_center"
"a_RPG_aim_mid_left"
"a_RPG_aim_down_right"
"a_RPG_aim_down_center"
"a_RPG_aim_down_left"
blend "aim_yaw" -48.5701 48.5905
blend "aim_pitch" -88.88165 49.98479
blendwidth 3
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "shootRPG" {
"combine_soldier_anims_anims\CombatIdle1.smd"
activity "ACT_RANGE_ATTACK_RPG" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
}
$sequence "CombatIdle1_RPG" {
"combine_soldier_anims_anims\CombatIdle1.smd"
activity "ACT_IDLE_ANGRY_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
}
$sequence "shootRPGc" {
"combine_soldier_anims_anims\crouch_aim_sm1.smd"
activity "ACT_RANGE_ATTACK_RPG_LOW" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
}
$sequence "crouch_aim_rpg" {
"combine_soldier_anims_anims\crouch_aim_sm1.smd"
activity "ACT_RANGE_AIM_RPG_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
}

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// ================================================================
//
// RPG Animations for Metrocops/Soldiers
//
// ================================================================
$weightlist "weights_layer_Aim_all" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$animation "@gesture_shoot_rpg_corrective_animation" "male_shared_anims\@gesture_shoot_rpg_corrective_animation.smd" {
}
$animation "a_RPG_aim_straight_up_corrective_animation" "male_shared_anims\a_RPG_aim_straight_up_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_right_corrective_animation" "male_shared_anims\a_RPG_aim_up_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_center_corrective_animation" "male_shared_anims\a_RPG_aim_up_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_up_left_corrective_animation" "male_shared_anims\a_RPG_aim_up_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_right_corrective_animation" "male_shared_anims\a_RPG_aim_mid_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_center_corrective_animation" "male_shared_anims\a_RPG_aim_mid_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_mid_left_corrective_animation" "male_shared_anims\a_RPG_aim_mid_left_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_right_corrective_animation" "male_shared_anims\a_RPG_aim_down_right_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_center_corrective_animation" "male_shared_anims\a_RPG_aim_down_center_corrective_animation.smd" {
}
$animation "a_RPG_aim_down_left_corrective_animation" "male_shared_anims\a_RPG_aim_down_left_corrective_animation.smd" {
}
$animation "a_aim_RPG_neutral" "male_shared_anims\a_aim_RPG_neutral.smd" {
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 0 0 target 1
}
$animation "a_RPG_aim_down_left" "male_shared_anims\a_RPG_aim_down_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_center" "male_shared_anims\a_RPG_aim_down_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_down_right" "male_shared_anims\a_RPG_aim_down_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_down_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_left" "male_shared_anims\a_RPG_aim_mid_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_center" "male_shared_anims\a_RPG_aim_mid_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_mid_right" "male_shared_anims\a_RPG_aim_mid_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_mid_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_left" "male_shared_anims\a_RPG_aim_up_left.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_left_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_center" "male_shared_anims\a_RPG_aim_up_center.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_center_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_up_right" "male_shared_anims\a_RPG_aim_up_right.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_up_right_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$animation "a_RPG_aim_straight_up" "male_shared_anims\a_RPG_aim_straight_up.smd" {
fps 30
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "a_RPG_aim_straight_up_corrective_animation" 0
weightlist "weights_layer_Aim_all"
}
$weightlist "weights_layer_rpg" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$sequence "layer_rpg_aim" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "layer_rpg_aim_crouch" {
"male_shared_anims\Idle_RPG_Aim.smd"
fadein 0.2
fadeout 0.2
weightlist "weights_layer_rpg"
node "shootingRPG"
fps 30
loop
hidden
ikrule "lfoot" footstep contact 0 fakeorigin 8.88 6.06 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -7.06 -9.5 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 60 60 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 60 60 target 0
}
$sequence "gesture_shoot_rpg" {
"male_shared_anims\gesture_shoot_rpg.smd"
activity "ACT_GESTURE_RANGE_ATTACK_RPG" 1
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@gesture_shoot_rpg_corrective_animation" 0
fadein 0.2
fadeout 0.2
fps 30
}
$sequence "layer_Aim_RPG_all" {
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_straight_up"
"a_RPG_aim_up_right"
"a_RPG_aim_up_center"
"a_RPG_aim_up_left"
"a_RPG_aim_mid_right"
"a_RPG_aim_mid_center"
"a_RPG_aim_mid_left"
"a_RPG_aim_down_right"
"a_RPG_aim_down_center"
"a_RPG_aim_down_left"
blend "aim_yaw" -48.5701 48.5905
blend "aim_pitch" -88.88165 49.98479
blendwidth 3
delta
fadein 0.2
fadeout 0.2
hidden
iklock "rfoot" 1 0
iklock "lfoot" 1 0
}
$sequence "shoot_rpg" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_RANGE_ATTACK_RPG" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 18 4.61 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -14.07 -4.91 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "lhand" touch "ValveBiped.Bip01_R_Hand" contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
}
$sequence "rpgangryidle1" {
"police_animations_anims\smg1angryidle1.smd"
activity "ACT_IDLE_ANGRY_RPG" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 11.23 7.33 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -5.86 -5.69 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 140 140 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 140 140 target 1
}
$sequence "lowcover_shoot_rpg" {
"police_animations_anims\lowcover_aim_smg1.smd"
activity "ACT_RANGE_ATTACK_RPG_LOW" 1
numframes 21
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
addlayer "gesture_shoot_rpg"
node "shootingRPG"
fps 30
ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 20 20 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 20 20 target 1
}
$sequence "lowcover_aim_rpg" {
"police_animations_anims\lowcover_aim_smg1.smd"
activity "ACT_RANGE_AIM_RPG_LOW" 1
fadein 0.2
fadeout 0.2
addlayer "layer_Aim_RPG_all"
blendlayer "layer_rpg_aim_crouch" 0 0 0 0 local
node "shootingRPG"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 5.15 13.22 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -19.99 1.07 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 80 80 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 80 80 target 1
}

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// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$sequence "layer_luggage_idle" {
"..\male_shared_anims\d1_t01_Luggage_Idle.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_idle"
}
$sequence "layer_luggage_drop" {
"..\male_shared_anims\d1_t01_Luggage_Drop.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
//weightlist "weights_layer_luggage_drop"
}
$sequence "d1_t01_Luggage_Idle" {
"idle_subtle.smd"
activity "ACT_IDLE_SUITCASE" 1
fadein 0.2
fadeout 0.2
fps 30
loop
blendlayer "layer_luggage_idle" 0 0 0 0 local
ikrule "lfoot" footstep contact 0 fakeorigin 4.89 7.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 3
ikrule "rfoot" footstep contact 0 fakeorigin 5.79 -6.25 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 30 30 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
}
$sequence "d1_t01_Luggage_Drop" {
"idle_subtle.smd"
{ event 1003 35 "1" }
fadein 0.2
fadeout 0.2
fps 30
numframes 74
blendlayer "layer_luggage_idle" 0 0 0 0 local
blendlayer "layer_luggage_drop" 0 20 48 74
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 0 usesequence
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 1 usesequence
ikrule "rfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 2 usesequence
ikrule "lfoot" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 74 74 target 3 usesequence
walkframe 65 LX LY LZR
}
$sequence "layer_luggage_walk" {
"..\male_shared_anims\layer_luggage_walk.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_walk"
}
$sequence "layer_luggage_run" {
"..\male_shared_anims\layer_luggage_walk.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_run"
}

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// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$weightlist "weights_layer_luggage_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_drop" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Clavicle" 0.5
"ValveBiped.Bip01_R_UpperArm" 0.5
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_L_Clavicle" 0
}
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$include "CitizenSuitcase.qci"
$sequence "luggage_walk_all" {
"a_FemaleCitizenWalkS"
"a_FemaleCitizenWalkSE"
"a_FemaleCitizenWalkE"
"a_FemaleCitizenWalkNE"
"a_FemaleCitizenWalkN" // a_luggage_walk
"a_FemaleCitizenWalkNW"
"a_FemaleCitizenWalkW"
"a_FemaleCitizenWalkSW"
"a_FemaleCitizenWalkS"
activity "ACT_WALK_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6006 8 "NPC_Citizen" }
{ event 6007 23 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_walk" 0 0 0 0 local
node "walking"
}
$sequence "luggage_run_all" {
"a_FemaleCitizenRunS"
"a_FemaleCitizenRunSE"
"a_FemaleCitizenRunE"
"a_FemaleCitizenRunNE"
"a_FemaleCitizenRunN" // a_luggage_walk
"a_FemaleCitizenRunNW"
"a_FemaleCitizenRunW"
"a_FemaleCitizenRunSW"
"a_FemaleCitizenRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_run" 0 0 0 0 local
node "running"
}

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// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$weightlist "weights_layer_luggage_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 3
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_drop" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_L_Clavicle" 0
}
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$include "CitizenSuitcase.qci"
$sequence "luggage_walk_all" {
"a_PoliceWalkS"
"a_PoliceWalkSE"
"a_PoliceWalkE"
"a_PoliceWalkNE"
"a_PoliceWalkN" // a_luggage_walk
"a_PoliceWalkNW"
"a_PoliceWalkW"
"a_PoliceWalkSW"
"a_PoliceWalkS"
activity "ACT_WALK_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_MetroPolice" }
{ event 6005 25 "NPC_MetroPolice" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_walk" 0 0 0 0 local
node "walking"
}
$sequence "luggage_run_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceRunN" // a_luggage_walk
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_MetroPolice" }
{ event 6005 16 "NPC_MetroPolice" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_run" 0 0 0 0 local
node "running"
}

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@ -0,0 +1,140 @@
// ================================================================
//
// Full weapon_citizensuitcase animations
//
// ================================================================
$weightlist "weights_layer_luggage_idle" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 3
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Thigh" 0
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_drop" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$weightlist "weights_layer_luggage_walk" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_R_Clavicle" 0
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_L_Clavicle" 0
}
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$include "CitizenSuitcase.qci"
$weightlist "weights_luggage_larm_only" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_L_Clavicle" 0.4
"ValveBiped.Bip01_L_UpperArm" 0.6
"ValveBiped.Bip01_L_Forearm" 0.8
"ValveBiped.Bip01_L_Hand" 1
}
$sequence "layer_luggage_larm" {
"..\combine_soldier_anims_anims\Idle_Unarmed.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_luggage_larm_only"
}
$sequence "luggage_walk_all" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN" // a_luggage_walk
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_WALK_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_walk" 0 0 0 0 local
blendlayer "layer_luggage_larm" 0 0 0 0 local
node "walking"
}
$sequence "layer_luggage_run_larm" {
"a_RunN.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_luggage_larm_only"
}
$sequence "luggage_run_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN" // a_luggage_walk
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_luggage_run" 0 0 0 0 local
blendlayer "layer_luggage_run_larm" 0 0 0 0 local
node "running"
}

215
modelsrc/PoliceMelee.qci Normal file
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@ -0,0 +1,215 @@
// ================================================================
//
// weapon_stunstick animations
//
// ================================================================
$weightlist "weights_melee_neck_trans_x" {
"ValveBiped.Bip01_Pelvis" 1
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_gesture_reload_pistolarms" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_L_Clavicle" 1
}
$weightlist "weights_melee_gesture_reload_pistol" {
"ValveBiped.Bip01_Pelvis" 0
}
$weightlist "weights_melee_layer_walk_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Spine1" 0.4
"ValveBiped.Bip01_Spine2" 0.6
"ValveBiped.Bip01_Spine4" 0.8
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_layer_run_hold_baton_angry" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_Spine1" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Bip01_R_Thigh" 0
"ValveBiped.Bip01_L_Thigh" 0
}
$weightlist "weights_melee_baton_only" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
}
$sequence "layer_batonidle1" {
"police_animations_anims\batonidle1.smd"
fadein 0.2
fadeout 0.2
fps 30
loop
weightlist "weights_melee_baton_only"
}
$sequence "batonangryidle1" {
"police_animations_anims\batonangryidle1.smd"
activity "ACT_IDLE_ANGRY_MELEE" 1
fadein 0.2
fadeout 0.2
node "standing_baton"
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin 3.84 10.83 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.76 -5.81 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 90 90 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 90 90 target 1
}
$sequence "swing" {
"police_animations_anims\swing.smd"
activity "ACT_MELEE_ATTACK_SWING" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
fps 35
ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 28 28 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 28 28 target 1
}
$sequence "thrust" {
"police_animations_anims\thrust.smd"
activity "ACT_MELEE_ATTACK_THRUST" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
fps 35
ikrule "lfoot" footstep contact 0 fakeorigin 3.96 10.2 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -4.64 -6.44 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 35 35 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 35 35 target 1
}
$animation "@swinggesturespine_corrective_animation" "police_animations_anims\@swinggesturespine_corrective_animation.smd" {
}
$sequence "swinggesturespine" {
"police_animations_anims\swinggesturespine.smd"
delta
// Crowbar writes this subtract option to prevent jigglebone and poseparameter problems when delta sequences are recompiled.
subtract "@swinggesturespine_corrective_animation" 0
fadein 0.2
fadeout 0.2
hidden
fps 30
weightlist "weights_neck_trans_x"
}
$sequence "swinggesturearms" {
"police_animations_anims\swinggesturearms.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_gesture_reload_pistolarms"
}
$sequence "swinggesture" {
"police_animations_anims\swinggesture.smd"
activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1
{ event 3001 13 "" }
fadein 0.2
fadeout 0.2
iklock "rfoot" 1 0
iklock "lfoot" 1 0
blendlayer "swinggesturearms" 0 7 19 30 spline
blendlayer "swinggesturespine" 0 7 19 30 spline
fps 35
weightlist "weights_gesture_reload_pistol"
}
$animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" {
fps 30
loop
ikrule "lfoot" footstep contact 7 fakeorigin 13.65 6.55 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 29 7 21 29 target 3
ikrule "rfoot" footstep contact 22 fakeorigin 13.7 -1.18 0 fakerotate 0 0 0 floor 0 height 18 radius 2.5 range 14 22 6 14 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
walkframe 30 LX LY
}
$sequence "layer_walk_hold_baton_angry" {
"police_animations_anims\layer_walk_hold_baton_angry.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_melee_layer_walk_hold_baton_angry"
}
$sequence "layer_run_hold_baton_angry" {
"police_animations_anims\a_RunN.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
loop
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_melee_layer_run_hold_baton_angry"
}
//$sequence "walk_hold_baton_angry" {
// "a_WalkS"
// "a_WalkSE"
// "a_WalkE"
// "a_WalkNE"
// "a_walkN_hold_baton_angry"
// "a_WalkNW"
// "a_WalkW"
// "a_WalkSW"
// "a_WalkS"
// activity "ACT_MP_WALK_MELEE" 1 // ACT_WALK_ANGRY
// blend "move_yaw" -180 180
// blendwidth 9
// { event 6004 9 "NPC_MetroPolice" }
// { event 6005 25 "NPC_MetroPolice" }
// fadein 0.2
// fadeout 0.2
// addlayer "layer_walk_hold_baton_angry"
//}

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@ -0,0 +1,57 @@
$include "PoliceMelee.qci"
$sequence "batonidle1" {
"combine_soldier_anims_anims\Idle_Unarmed.smd"
activity "ACT_MP_STAND_MELEE" 1 // ACT_IDLE
fadein 0.2
fadeout 0.2
node "standing_baton"
blendlayer "layer_batonidle1" 0 0 0 0 local
fps 30
loop
ikrule "lfoot" footstep contact 0 fakeorigin -1.69 7.7 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 300 300 target 3
ikrule "rfoot" footstep contact 0 fakeorigin -1.92 -6.52 0 fakerotate 0 0 0 floor 0 height 20 radius 2.5 range 0 0 300 300 target 2
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 300 300 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 300 300 target 1
}
$sequence "walk_hold_baton_angry" {
"a_SoldierWalkEasyS"
"a_SoldierWalkEasySE"
"a_SoldierWalkEasyE"
"a_SoldierWalkEasyNE"
"a_SoldierWalkEasyN"
"a_SoldierWalkEasyNW"
"a_SoldierWalkEasyW"
"a_SoldierWalkEasySW"
"a_SoldierWalkEasyS"
activity "ACT_MP_WALK_MELEE" 1 // ACT_WALK_ANGRY
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 9 "NPC_CombineS" }
{ event 6005 25 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_walk_hold_baton_angry" 0 0 0 0 local
}
$sequence "run_hold_baton_angry" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_MP_RUN_MELEE" 1 // ACT_WALK_ANGRY
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 7 "NPC_CombineS" }
{ event 6005 16 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_hold_baton_angry" 0 0 0 0 local
}

59
modelsrc/ProtectedRun.qci Normal file
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@ -0,0 +1,59 @@
// ================================================================
//
// Protected Run Animation
//
// ================================================================
$weightlist "weights_layer_protected" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 1
"ValveBiped.Bip01_Spine1" 1
"ValveBiped.Bip01_Spine2" 1
"ValveBiped.Bip01_Spine4" 1
"ValveBiped.Bip01_Neck1" 1
"ValveBiped.Bip01_Head1" 1
"ValveBiped.forward" 1
"ValveBiped.Bip01_R_Clavicle" 1
"ValveBiped.Bip01_R_UpperArm" 1
"ValveBiped.Bip01_R_Forearm" 1
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Anim_Attachment_RH" 1
"ValveBiped.Bip01_L_Clavicle" 1
"ValveBiped.Bip01_L_UpperArm" 1
"ValveBiped.Bip01_L_Forearm" 1
"ValveBiped.Bip01_L_Hand" 1
"ValveBiped.Anim_Attachment_LH" 1
}
$sequence "layer_run_protected" {
"male_shared_anims\layer_run_protected.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 18 18 target 1
weightlist "weights_layer_protected"
}
// Declare this in whatever QC is overriding the animation
//$sequence "run_protected_all" {
// "a_RunS"
// "a_RunSE"
// "a_RunE"
// "a_RunNE"
// "a_RunN"
// "a_RunNW"
// "a_RunW"
// "a_RunSW"
// "a_RunS"
// activity "ACT_RUN_PROTECTED" 1
// blend "move_yaw" -180 180
// blendwidth 9
// { event 6004 6 "NPC_Citizen" }
// { event 6005 15 "NPC_Citizen" }
// fadein 0.2
// fadeout 0.2
// blendlayer "layer_run_protected" 0 0 0 0 local
// node "running"
//}

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@ -217,6 +217,41 @@ $DefaultSignalGestures 36
//
// ================================================================
$pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackage_Soldier.qci"
$include "CitizenSuitcase_Soldier.qci"
$popd
$include "CitizenRPG.qci"
$include "PoliceMelee_Soldier.qci"
// ================================================================
$include "ProtectedRun.qci"
$sequence "run_protected_all" {
"a_SoldierRunS"
"a_SoldierRunSE"
"a_SoldierRunE"
"a_SoldierRunNE"
"a_SoldierRunN"
"a_SoldierRunNW"
"a_SoldierRunW"
"a_SoldierRunSW"
"a_SoldierRunS"
activity "ACT_RUN_PROTECTED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_CombineS" }
{ event 6005 15 "NPC_CombineS" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_protected" 0 0 0 0 local
node "running"
}
// ================================================================
// Use our DI blending techniques to add a heal animation
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 12 32 50
//$MakeAdjustedDelta Heal "male_shared_anims\Heal.smd" $Blend_SMD_Default$ 50 30

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@ -1,4 +1,4 @@
// Created by Crowbar 0.56
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
@ -543,7 +543,7 @@ skeleton
42 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
43 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
time 11
0 0.000000 0.741498 0.000000 -0.014948 0.000130 -1.543589
0 0.000000 0.741498 0.000000 -0.014948 0.000130 -1.543590
1 0.000000 0.000000 0.000000 -0.008569 0.012779 0.042884
2 0.000000 0.000000 0.000000 0.000000 0.000000 -0.077058
3 0.000000 0.000000 0.000000 0.000853 -0.003624 0.058598

View File

@ -0,0 +1,52 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_L_Thigh" 0
2 "ValveBiped.Bip01_L_Calf" 1
3 "ValveBiped.Bip01_L_Foot" 2
4 "ValveBiped.Bip01_L_Toe0" 3
5 "ValveBiped.Bip01_R_Thigh" 0
6 "ValveBiped.Bip01_R_Calf" 5
7 "ValveBiped.Bip01_R_Foot" 6
8 "ValveBiped.Bip01_R_Toe0" 7
9 "ValveBiped.Bip01_Spine" 0
10 "ValveBiped.Bip01_Spine1" 9
11 "ValveBiped.Bip01_Spine2" 10
12 "ValveBiped.Bip01_Spine4" 11
13 "ValveBiped.Bip01_Neck1" 12
14 "ValveBiped.Bip01_Head1" 13
15 "ValveBiped.Bip01_L_Clavicle" 12
16 "ValveBiped.Bip01_L_UpperArm" 15
17 "ValveBiped.Bip01_L_Forearm" 16
18 "ValveBiped.Bip01_L_Hand" 17
19 "ValveBiped.Bip01_L_Finger2" 18
20 "ValveBiped.Bip01_L_Finger21" 19
21 "ValveBiped.Bip01_L_Finger22" 20
22 "ValveBiped.Bip01_L_Finger1" 18
23 "ValveBiped.Bip01_L_Finger11" 22
24 "ValveBiped.Bip01_L_Finger12" 23
25 "ValveBiped.Bip01_L_Finger0" 18
26 "ValveBiped.Bip01_L_Finger01" 25
27 "ValveBiped.Bip01_L_Finger02" 26
28 "ValveBiped.Bip01_R_Clavicle" 12
29 "ValveBiped.Bip01_R_UpperArm" 28
30 "ValveBiped.Bip01_R_Forearm" 29
31 "ValveBiped.Bip01_R_Hand" 30
32 "ValveBiped.Bip01_R_Finger2" 31
33 "ValveBiped.Bip01_R_Finger21" 32
34 "ValveBiped.Bip01_R_Finger22" 33
35 "ValveBiped.Bip01_R_Finger1" 31
36 "ValveBiped.Bip01_R_Finger11" 35
37 "ValveBiped.Bip01_R_Finger12" 36
38 "ValveBiped.Bip01_R_Finger0" 31
39 "ValveBiped.Bip01_R_Finger01" 38
40 "ValveBiped.Bip01_R_Finger02" 39
41 "ValveBiped.Cod" 0
42 "ValveBiped.Anim_Attachment_LH" 18
43 "ValveBiped.Anim_Attachment_RH" 31
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

View File

@ -144,8 +144,10 @@ $sequence "arrestidle2" "male_shared_anims\arrestidle.smd"
$sequence "arrestcurious" "female_shared_anims\arrestcurious.smd"
$pushd "female_shared_anims"
$definevariable PanickedIdle "crouch_panicked"
$include "ArrestAnims.qci"
$include "CitizenPackageRun_Female.qci"
$include "CitizenSuitcase.qci"
$popd
$KeyValues

File diff suppressed because it is too large Load Diff

View File

@ -157,10 +157,58 @@ $sequence "harassfront2" {
$include "SoldierEP1Rappel.qci"
$pushd "male_shared_anims"
$definevariable PanickedIdle "crouchIdle_panicked4"
$include "ArrestAnims.qci"
$include "CitizenPackageRun_Male.qci"
$popd
$weightlist "weights_layer_luggage_run" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0.2
"ValveBiped.Bip01_Neck1" 0.4
"ValveBiped.Bip01_Head1" 0.4
"ValveBiped.Bip01_R_Clavicle" 0.4
"ValveBiped.Bip01_R_UpperArm" 0.6
"ValveBiped.Bip01_R_Forearm" 0.8
"ValveBiped.Bip01_R_Hand" 1
"ValveBiped.Bip01_L_Clavicle" 0
"ValveBiped.Bip01_L_UpperArm" 0
"ValveBiped.Bip01_L_Forearm" 0
"ValveBiped.Bip01_L_Hand" 0
}
$sequence "layer_luggage_run" {
"male_shared_anims\layer_luggage_walk.smd"
fadein 0.2
fadeout 0.2
hidden
fps 30
ikrule "rhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 0
ikrule "lhand" release contact 0 fakeorigin 0 0 0 fakerotate 0 0 0 floor 0 height 0 radius 0 range 0 0 30 30 target 1
weightlist "weights_layer_luggage_run"
}
$sequence "luggage_run_all" {
"a_MaleCitizenRunS"
"a_MaleCitizenRunSE"
"a_MaleCitizenRunE"
"a_MaleCitizenRunNE"
"a_MaleCitizenRunN" // a_luggage_walk
"a_MaleCitizenRunNW"
"a_MaleCitizenRunW"
"a_MaleCitizenRunSW"
"a_MaleCitizenRunS"
activity "ACT_RUN_SUITCASE" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_Citizen" }
{ event 6005 15 "NPC_Citizen" }
fadein 0.2
fadeout 0.2
addlayer "layer_luggage_run"
node "running"
}
$KeyValues
{
dynamic_interactions

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -0.813965 2.384766 -0.112183 0.264457 0.008370 -1.661457
1 0.000000 0.000000 0.000000 0.005080 -0.070351 0.080639
2 0.000000 0.000000 0.000000 -0.001570 -0.068483 0.082603
3 0.000000 0.000000 0.000000 -0.005207 -0.068870 0.082254
4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
5 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
6 0.000000 0.000000 0.000000 -0.041891 -0.019335 -0.101650
7 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
8 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
9 0.000000 0.000000 0.000000 -0.195466 -0.127516 0.071152
10 0.000000 0.000000 0.000000 0.000000 0.000000 0.012907
11 0.000000 0.000000 0.000000 0.011194 -0.069427 0.133688
12 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
13 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
14 0.000000 0.000000 0.000000 0.204971 0.021510 0.273409
15 0.000000 0.000000 0.000000 0.000000 0.000000 -0.004124
16 0.000000 0.000000 0.000000 -0.201511 -0.102174 -0.189817
17 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
18 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
19 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
20 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
21 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
22 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
23 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
24 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
25 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
26 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
27 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
28 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
29 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
30 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
31 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
32 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
33 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
34 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
35 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
36 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
37 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
38 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
39 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
40 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
41 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
42 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
43 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
44 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
45 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
46 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
47 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
48 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
49 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
50 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
51 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
52 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
53 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
54 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
55 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.264457 0.008370 -1.661457
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -3.058594 1.683594 -1.221680 0.305295 0.517053 -1.563287
1 0.000000 0.000000 0.000000 0.113903 -0.138046 0.070690
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.305295 0.517053 -1.563287
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.224622 -0.500387 -1.572171
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -2.365234 -0.827148 -0.363037 0.028156 0.431062 -1.526497
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.028156 0.431062 -1.526497
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 -0.067750 -0.258816 -1.547677
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
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3 0.000000 0.000000 0.000000 -0.002313 0.001009 -0.168078
4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.126167 -0.005895 -1.535210
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -0.787109 -1.302734 -0.491943 -0.056526 -0.005895 -1.535209
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4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 -0.056526 -0.005895 -1.535209
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -1.715820 -2.638672 -1.004883 -0.009928 0.612878 -1.431561
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2 0.000000 0.000000 0.000000 0.125525 0.046024 -0.167867
3 0.000000 0.000000 0.000000 0.123049 0.034624 -0.168680
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 -0.009928 0.612878 -1.431561
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -2.070313 -2.267578 -0.500000 -0.029733 -0.281503 -1.648701
1 0.000000 0.000000 0.000000 -0.193062 -0.041779 -0.187509
2 0.000000 0.000000 0.000000 -0.171667 -0.048498 -0.187321
3 0.000000 0.000000 0.000000 -0.182601 -0.030659 -0.188944
4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
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6 0.000000 0.000000 0.000000 -0.007521 0.002401 0.379670
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11 0.000000 0.000000 0.000000 0.172104 -0.030210 0.291455
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14 0.000000 0.000000 0.000000 -0.154066 -0.115359 0.027710
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end

View File

@ -0,0 +1,64 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 0.000000 0.000000 -0.029733 -0.281503 -1.648701
end

View File

@ -0,0 +1,119 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 -0.306396 1.968750 37.750000 1.473546 -0.013011 -0.497994
1 0.000005 3.345128 -2.981901 1.565295 -0.045110 1.508521
2 3.994141 0.000000 0.000000 0.009910 0.043776 0.101358
3 3.518565 0.000000 0.000000 0.005123 0.005523 0.252527
4 8.914063 -0.000002 0.000000 0.000000 0.000000 0.233154
5 3.307271 0.000000 0.000000 3.139065 0.000520 0.406107
6 3.601563 0.000000 0.000000 0.332061 -0.028484 0.538131
7 1.999997 -3.000001 0.000000 -1.570796 0.000000 -1.326450
8 2.058594 0.977539 -1.937500 -2.880348 1.404020 1.725373
9 6.028143 0.000002 0.000000 1.749752 0.904421 -0.475789
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.046931
11 11.481698 0.000000 0.000000 -0.786173 -0.163896 1.042310
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.058594 0.977539 1.937500 3.093876 -1.202465 1.442150
14 6.028142 0.000002 0.000000 -2.147296 -0.975936 -0.450623
15 11.692555 0.000000 0.000005 0.000000 0.000000 -1.253482
16 11.481671 0.000000 -0.000030 -0.256593 0.285347 0.053731
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.570796 0.051845 -1.576021
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20 16.525253 0.000000 0.000000 0.038611 0.040779 -1.071632
21 6.879454 0.000000 0.000000 -0.081333 -0.002951 -0.584373
22 3.890452 -0.000004 -0.000003 -1.570796 0.051839 -1.565574
23 17.848175 0.000000 0.000000 0.000000 0.000000 0.034200
24 16.525249 0.000000 0.000000 -0.027915 -0.040782 -1.071638
25 6.879452 0.000000 0.000000 -0.007299 -0.002950 -0.584374
26 3.849609 0.125977 -1.222656 -0.485349 -0.016323 -1.268088
27 1.312563 0.000001 0.000001 -0.000001 0.326445 -0.715006
28 0.729362 0.000002 0.000000 0.000000 0.002402 -0.578399
29 3.925781 0.316406 -0.462402 -0.163822 -0.020676 -1.375134
30 1.539092 0.000002 0.000000 -0.000001 0.147183 -0.565059
31 1.196319 -0.000001 0.000000 0.000000 0.004790 -0.764898
32 3.880859 0.214600 0.400146 0.034896 0.091871 -1.433641
33 1.719575 0.000002 0.000000 0.000000 0.005003 -0.700547
34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.550465
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36 1.719429 0.000003 0.000000 0.000000 0.005106 -0.697058
37 1.099668 0.000001 0.000000 -0.000001 0.003253 -0.578385
38 0.838379 -0.300049 1.312500 -1.434005 -0.540380 -0.361256
39 1.789785 0.000000 0.000002 0.000000 0.001815 -0.428071
40 1.206998 0.000000 0.000000 0.000000 -0.003298 1.055534
41 3.849609 0.136230 1.221680 0.469788 -0.167716 -0.811400
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43 0.729361 0.000002 0.000000 0.000000 -0.003643 -0.360291
44 3.925781 0.320313 0.459717 0.150443 -0.088592 -0.742349
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46 1.196323 0.000000 0.000000 0.000001 -0.007263 -0.733360
47 3.880859 0.211304 -0.401855 -0.090428 -0.246381 -0.499494
48 1.719575 -0.000005 0.000000 0.000000 -0.098505 -0.706995
49 1.209182 -0.000001 0.000000 0.000000 -0.061034 -0.559623
50 3.871094 0.106567 -1.301758 -0.352484 0.029261 -0.464070
51 1.719425 0.000000 0.000000 0.000000 -0.007735 -0.686547
52 1.099665 0.000000 0.000000 0.000001 -0.004927 -0.567889
53 0.838379 -0.311035 -1.309570 1.384691 0.380846 -0.394843
54 1.789783 0.000001 0.000000 0.000000 0.003279 0.228617
55 1.207003 0.000000 0.000004 0.000000 0.005011 0.362994
end

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@ -0,0 +1,404 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
end
skeleton
time 0
0 0.000000 -1.489258 38.531250 1.570792 0.000003 -0.000003
1 0.000005 3.345128 -2.981901 1.570795 0.214000 1.570795
2 4.018331 0.000000 0.000000 0.000000 0.000000 -0.079552
3 3.518565 0.000000 0.000000 0.000000 0.000000 0.347204
4 8.942642 0.000000 0.000000 0.000000 0.000000 0.339678
5 3.307271 0.000000 0.000000 3.139229 0.000498 0.415043
6 3.593712 -0.000001 0.000000 -0.234905 -0.139000 0.137274
7 1.999997 -3.000001 0.000000 -1.570796 0.000000 -1.326450
8 2.033350 1.000771 -1.937610 -2.058193 1.126838 2.517194
9 6.028143 0.000002 0.000000 1.320085 0.076893 -0.475773
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.038061
11 11.481698 0.000000 0.000000 -1.510057 0.750212 -0.327048
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.033342 1.000767 1.937660 2.043424 -1.155416 2.460989
14 6.028142 0.000002 0.000000 -1.440540 0.033865 -0.622977
15 11.692555 0.000000 0.000005 0.000000 0.000000 -2.074734
16 11.481671 0.000000 -0.000030 0.839233 0.093327 0.220961
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.087647 0.085944 -1.576020
19 17.848171 0.000000 0.000000 0.000000 0.000000 0.000000
20 16.525253 0.000000 0.000000 -0.087531 -0.217412 -1.051550
21 6.879454 0.000000 0.000000 -0.080240 -0.002953 -0.585846
22 3.890452 -0.000004 -0.000003 -1.772749 0.124611 -1.565568
23 17.848175 0.000000 0.000000 0.000000 0.000000 0.000000
24 16.525249 0.000000 0.000000 0.030686 0.088143 -1.085858
25 6.879452 0.000000 0.000000 -0.007680 -0.002865 -0.593950
26 3.859704 -0.142404 -1.191975 -0.630890 -0.018275 -0.184343
27 1.312563 0.000001 0.000001 -0.010438 0.069225 -0.299517
28 0.729362 0.000002 0.000000 -0.010437 0.069221 -0.299515
29 3.942327 0.046774 -0.431443 -0.097239 -0.066047 -0.320838
30 1.539092 0.000002 0.000000 -0.003309 0.021435 -0.306449
31 1.196319 -0.000001 0.000000 -0.003310 0.021446 -0.306640
32 3.883689 -0.046767 0.431443 0.092774 0.022684 -0.401043
33 1.719575 0.000002 0.000000 -0.000001 0.005004 -1.139860
34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.910150
35 3.859859 -0.137950 1.332466 0.300251 0.099651 -0.065052
36 1.719429 0.000003 0.000000 0.000000 0.000000 -1.276274
37 1.099668 0.000001 0.000000 0.000000 0.003253 -0.637022
38 0.806048 -0.348923 1.321258 -1.415437 -0.521510 -0.390863
39 1.789785 0.000000 0.000002 0.000002 -0.002157 -0.019377
40 1.206998 0.000000 0.000000 0.000000 -0.003298 0.032419
41 3.859672 -0.132566 1.193108 0.439985 -0.243490 -0.653507
42 1.312560 0.000000 -0.000001 0.000000 -0.007083 -0.838602
43 0.729361 0.000002 0.000000 0.000001 -0.003642 -0.643158
44 3.942293 0.050330 0.431043 0.135934 -0.113211 -0.571146
45 1.539095 0.000003 0.000000 0.000000 -0.004399 -0.646636
46 1.196323 0.000000 0.000000 0.000001 -0.007263 -0.829640
47 3.883655 -0.050326 -0.431043 0.112461 -0.465931 0.184278
48 1.719575 -0.000005 0.000000 0.137444 -0.027218 -1.427959
49 1.209182 -0.000001 0.000000 0.019634 0.049754 -0.409049
50 3.859828 -0.148935 -1.331282 -0.265954 -0.539305 0.143324
51 1.719425 0.000000 0.000000 0.000000 -0.047006 -1.116972
52 1.099665 0.000000 0.000000 0.000000 -0.004928 -1.151610
53 0.806014 -0.359835 -1.318334 1.486943 0.424790 -0.145363
54 1.789783 0.000001 0.000000 0.000001 0.003279 0.122926
55 1.207003 0.000000 0.000004 0.000000 0.005010 0.474436
time 1
0 0.000000 -1.489258 38.531250 1.570792 0.000003 -0.000003
1 0.000005 3.345128 -2.981901 1.570795 0.214000 1.570795
2 4.018331 0.000000 0.000000 0.000000 0.000000 -0.079552
3 3.518565 0.000000 0.000000 0.000000 0.000000 0.347204
4 8.942642 0.000000 0.000000 0.000000 0.000000 0.339678
5 3.307271 0.000000 0.000000 3.139229 0.000498 0.415043
6 3.593712 -0.000001 0.000000 -0.234905 -0.139000 0.137274
7 1.999997 -3.000001 0.000000 -1.570796 0.000000 -1.326450
8 2.033350 1.000771 -1.937610 -2.058193 1.126838 2.517194
9 6.028143 0.000002 0.000000 1.320085 0.076893 -0.475773
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.038061
11 11.481698 0.000000 0.000000 -1.510057 0.750212 -0.327048
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.033342 1.000767 1.937660 2.043424 -1.155416 2.460989
14 6.028142 0.000002 0.000000 -1.440540 0.033865 -0.622977
15 11.692555 0.000000 0.000005 0.000000 0.000000 -2.074734
16 11.481671 0.000000 -0.000030 0.839233 0.093327 0.220961
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.087647 0.085944 -1.576020
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22 3.890452 -0.000004 -0.000003 -1.772749 0.124611 -1.565568
23 17.848175 0.000000 0.000000 0.000000 0.000000 0.000000
24 16.525249 0.000000 0.000000 0.030686 0.088143 -1.085858
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26 3.859704 -0.142404 -1.191975 -0.630890 -0.018275 -0.184343
27 1.312563 0.000001 0.000001 -0.010438 0.069225 -0.299517
28 0.729362 0.000002 0.000000 -0.010437 0.069221 -0.299515
29 3.942327 0.046774 -0.431443 -0.097239 -0.066047 -0.320838
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31 1.196319 -0.000001 0.000000 -0.003310 0.021446 -0.306640
32 3.883689 -0.046767 0.431443 0.092774 0.022684 -0.401043
33 1.719575 0.000002 0.000000 -0.000001 0.005004 -1.139860
34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.910150
35 3.859859 -0.137950 1.332466 0.300251 0.099651 -0.065052
36 1.719429 0.000003 0.000000 0.000000 0.000000 -1.276274
37 1.099668 0.000001 0.000000 0.000000 0.003253 -0.637022
38 0.806048 -0.348923 1.321258 -1.415437 -0.521510 -0.390863
39 1.789785 0.000000 0.000002 0.000002 -0.002157 -0.019377
40 1.206998 0.000000 0.000000 0.000000 -0.003298 0.032419
41 3.859672 -0.132566 1.193108 0.439985 -0.243490 -0.653507
42 1.312560 0.000000 -0.000001 0.000000 -0.007083 -0.838602
43 0.729361 0.000002 0.000000 0.000001 -0.003642 -0.643158
44 3.942293 0.050330 0.431043 0.135934 -0.113211 -0.571146
45 1.539095 0.000003 0.000000 0.000000 -0.004399 -0.646636
46 1.196323 0.000000 0.000000 0.000001 -0.007263 -0.829640
47 3.883655 -0.050326 -0.431043 0.112461 -0.465931 0.184278
48 1.719575 -0.000005 0.000000 0.137444 -0.027218 -1.427959
49 1.209182 -0.000001 0.000000 0.019634 0.049754 -0.409049
50 3.859828 -0.148935 -1.331282 -0.265954 -0.539305 0.143324
51 1.719425 0.000000 0.000000 0.000000 -0.047006 -1.116972
52 1.099665 0.000000 0.000000 0.000000 -0.004928 -1.151610
53 0.806014 -0.359835 -1.318334 1.486943 0.424790 -0.145363
54 1.789783 0.000001 0.000000 0.000001 0.003279 0.122926
55 1.207003 0.000000 0.000004 0.000000 0.005010 0.474436
time 2
0 0.000000 -1.489258 38.531250 1.570792 0.000003 -0.000003
1 0.000005 3.345128 -2.981901 1.570795 0.214000 1.570795
2 4.018331 0.000000 0.000000 0.000000 0.000000 -0.079552
3 3.518565 0.000000 0.000000 0.000000 0.000000 0.347204
4 8.942642 0.000000 0.000000 0.000000 0.000000 0.339678
5 3.307271 0.000000 0.000000 3.139229 0.000498 0.415043
6 3.593712 -0.000001 0.000000 -0.234905 -0.139000 0.137274
7 1.999997 -3.000001 0.000000 -1.570796 0.000000 -1.326450
8 2.033350 1.000771 -1.937610 -2.058193 1.126838 2.517194
9 6.028143 0.000002 0.000000 1.320085 0.076893 -0.475773
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.038061
11 11.481698 0.000000 0.000000 -1.510057 0.750212 -0.327048
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.033342 1.000767 1.937660 2.043424 -1.155416 2.460989
14 6.028142 0.000002 0.000000 -1.440540 0.033865 -0.622977
15 11.692555 0.000000 0.000005 0.000000 0.000000 -2.074734
16 11.481671 0.000000 -0.000030 0.839233 0.093327 0.220961
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.087647 0.085944 -1.576020
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21 6.879454 0.000000 0.000000 -0.080240 -0.002953 -0.585846
22 3.890452 -0.000004 -0.000003 -1.772749 0.124611 -1.565568
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25 6.879452 0.000000 0.000000 -0.007680 -0.002865 -0.593950
26 3.859704 -0.142404 -1.191975 -0.630890 -0.018275 -0.184343
27 1.312563 0.000001 0.000001 -0.010438 0.069225 -0.299517
28 0.729362 0.000002 0.000000 -0.010437 0.069221 -0.299515
29 3.942327 0.046774 -0.431443 -0.097239 -0.066047 -0.320838
30 1.539092 0.000002 0.000000 -0.003309 0.021435 -0.306449
31 1.196319 -0.000001 0.000000 -0.003310 0.021446 -0.306640
32 3.883689 -0.046767 0.431443 0.092774 0.022684 -0.401043
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34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.910150
35 3.859859 -0.137950 1.332466 0.300251 0.099651 -0.065052
36 1.719429 0.000003 0.000000 0.000000 0.000000 -1.276274
37 1.099668 0.000001 0.000000 0.000000 0.003253 -0.637022
38 0.806048 -0.348923 1.321258 -1.415437 -0.521510 -0.390863
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40 1.206998 0.000000 0.000000 0.000000 -0.003298 0.032419
41 3.859672 -0.132566 1.193108 0.439985 -0.243490 -0.653507
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43 0.729361 0.000002 0.000000 0.000001 -0.003642 -0.643158
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47 3.883655 -0.050326 -0.431043 0.112461 -0.465931 0.184278
48 1.719575 -0.000005 0.000000 0.137444 -0.027218 -1.427959
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54 1.789783 0.000001 0.000000 0.000001 0.003279 0.122926
55 1.207003 0.000000 0.000004 0.000000 0.005010 0.474436
time 3
0 0.000000 -1.489258 38.531250 1.570792 0.000003 -0.000003
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8 2.033350 1.000771 -1.937610 -2.058193 1.126838 2.517194
9 6.028143 0.000002 0.000000 1.320085 0.076893 -0.475773
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.038061
11 11.481698 0.000000 0.000000 -1.510057 0.750212 -0.327048
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.033342 1.000767 1.937660 2.043424 -1.155416 2.460989
14 6.028142 0.000002 0.000000 -1.440540 0.033865 -0.622977
15 11.692555 0.000000 0.000005 0.000000 0.000000 -2.074734
16 11.481671 0.000000 -0.000030 0.839233 0.093327 0.220961
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.087647 0.085944 -1.576020
19 17.848171 0.000000 0.000000 0.000000 0.000000 0.000000
20 16.525253 0.000000 0.000000 -0.087531 -0.217412 -1.051550
21 6.879454 0.000000 0.000000 -0.080240 -0.002953 -0.585846
22 3.890452 -0.000004 -0.000003 -1.772749 0.124611 -1.565568
23 17.848175 0.000000 0.000000 0.000000 0.000000 0.000000
24 16.525249 0.000000 0.000000 0.030686 0.088143 -1.085858
25 6.879452 0.000000 0.000000 -0.007680 -0.002865 -0.593950
26 3.859704 -0.142404 -1.191975 -0.630890 -0.018275 -0.184343
27 1.312563 0.000001 0.000001 -0.010438 0.069225 -0.299517
28 0.729362 0.000002 0.000000 -0.010437 0.069221 -0.299515
29 3.942327 0.046774 -0.431443 -0.097239 -0.066047 -0.320838
30 1.539092 0.000002 0.000000 -0.003309 0.021435 -0.306449
31 1.196319 -0.000001 0.000000 -0.003310 0.021446 -0.306640
32 3.883689 -0.046767 0.431443 0.092774 0.022684 -0.401043
33 1.719575 0.000002 0.000000 -0.000001 0.005004 -1.139860
34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.910150
35 3.859859 -0.137950 1.332466 0.300251 0.099651 -0.065052
36 1.719429 0.000003 0.000000 0.000000 0.000000 -1.276274
37 1.099668 0.000001 0.000000 0.000000 0.003253 -0.637022
38 0.806048 -0.348923 1.321258 -1.415437 -0.521510 -0.390863
39 1.789785 0.000000 0.000002 0.000002 -0.002157 -0.019377
40 1.206998 0.000000 0.000000 0.000000 -0.003298 0.032419
41 3.859672 -0.132566 1.193108 0.439985 -0.243490 -0.653507
42 1.312560 0.000000 -0.000001 0.000000 -0.007083 -0.838602
43 0.729361 0.000002 0.000000 0.000001 -0.003642 -0.643158
44 3.942293 0.050330 0.431043 0.135934 -0.113211 -0.571146
45 1.539095 0.000003 0.000000 0.000000 -0.004399 -0.646636
46 1.196323 0.000000 0.000000 0.000001 -0.007263 -0.829640
47 3.883655 -0.050326 -0.431043 0.112461 -0.465931 0.184278
48 1.719575 -0.000005 0.000000 0.137444 -0.027218 -1.427959
49 1.209182 -0.000001 0.000000 0.019634 0.049754 -0.409049
50 3.859828 -0.148935 -1.331282 -0.265954 -0.539305 0.143324
51 1.719425 0.000000 0.000000 0.000000 -0.047006 -1.116972
52 1.099665 0.000000 0.000000 0.000000 -0.004928 -1.151610
53 0.806014 -0.359835 -1.318334 1.486943 0.424790 -0.145363
54 1.789783 0.000001 0.000000 0.000001 0.003279 0.122926
55 1.207003 0.000000 0.000004 0.000000 0.005010 0.474436
time 4
0 0.000000 -1.489258 38.531250 1.570792 0.000003 -0.000003
1 0.000005 3.345128 -2.981901 1.570795 0.214000 1.570795
2 4.018331 0.000000 0.000000 0.000000 0.000000 -0.079552
3 3.518565 0.000000 0.000000 0.000000 0.000000 0.347204
4 8.942642 0.000000 0.000000 0.000000 0.000000 0.339678
5 3.307271 0.000000 0.000000 3.139229 0.000498 0.415043
6 3.593712 -0.000001 0.000000 -0.234905 -0.139000 0.137274
7 1.999997 -3.000001 0.000000 -1.570796 0.000000 -1.326450
8 2.033350 1.000771 -1.937610 -2.058193 1.126838 2.517194
9 6.028143 0.000002 0.000000 1.320085 0.076893 -0.475773
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.038061
11 11.481698 0.000000 0.000000 -1.510057 0.750212 -0.327048
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.033342 1.000767 1.937660 2.043424 -1.155416 2.460989
14 6.028142 0.000002 0.000000 -1.440540 0.033865 -0.622977
15 11.692555 0.000000 0.000005 0.000000 0.000000 -2.074734
16 11.481671 0.000000 -0.000030 0.839233 0.093327 0.220961
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.087647 0.085944 -1.576020
19 17.848171 0.000000 0.000000 0.000000 0.000000 0.000000
20 16.525253 0.000000 0.000000 -0.087531 -0.217412 -1.051550
21 6.879454 0.000000 0.000000 -0.080240 -0.002953 -0.585846
22 3.890452 -0.000004 -0.000003 -1.772749 0.124611 -1.565568
23 17.848175 0.000000 0.000000 0.000000 0.000000 0.000000
24 16.525249 0.000000 0.000000 0.030686 0.088143 -1.085858
25 6.879452 0.000000 0.000000 -0.007680 -0.002865 -0.593950
26 3.859704 -0.142404 -1.191975 -0.630890 -0.018275 -0.184343
27 1.312563 0.000001 0.000001 -0.010438 0.069225 -0.299517
28 0.729362 0.000002 0.000000 -0.010437 0.069221 -0.299515
29 3.942327 0.046774 -0.431443 -0.097239 -0.066047 -0.320838
30 1.539092 0.000002 0.000000 -0.003309 0.021435 -0.306449
31 1.196319 -0.000001 0.000000 -0.003310 0.021446 -0.306640
32 3.883689 -0.046767 0.431443 0.092774 0.022684 -0.401043
33 1.719575 0.000002 0.000000 -0.000001 0.005004 -1.139860
34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.910150
35 3.859859 -0.137950 1.332466 0.300251 0.099651 -0.065052
36 1.719429 0.000003 0.000000 0.000000 0.000000 -1.276274
37 1.099668 0.000001 0.000000 0.000000 0.003253 -0.637022
38 0.806048 -0.348923 1.321258 -1.415437 -0.521510 -0.390863
39 1.789785 0.000000 0.000002 0.000002 -0.002157 -0.019377
40 1.206998 0.000000 0.000000 0.000000 -0.003298 0.032419
41 3.859672 -0.132566 1.193108 0.439985 -0.243490 -0.653507
42 1.312560 0.000000 -0.000001 0.000000 -0.007083 -0.838602
43 0.729361 0.000002 0.000000 0.000001 -0.003642 -0.643158
44 3.942293 0.050330 0.431043 0.135934 -0.113211 -0.571146
45 1.539095 0.000003 0.000000 0.000000 -0.004399 -0.646636
46 1.196323 0.000000 0.000000 0.000001 -0.007263 -0.829640
47 3.883655 -0.050326 -0.431043 0.112461 -0.465931 0.184278
48 1.719575 -0.000005 0.000000 0.137444 -0.027218 -1.427959
49 1.209182 -0.000001 0.000000 0.019634 0.049754 -0.409049
50 3.859828 -0.148935 -1.331282 -0.265954 -0.539305 0.143324
51 1.719425 0.000000 0.000000 0.000000 -0.047006 -1.116972
52 1.099665 0.000000 0.000000 0.000000 -0.004928 -1.151610
53 0.806014 -0.359835 -1.318334 1.486943 0.424790 -0.145363
54 1.789783 0.000001 0.000000 0.000001 0.003279 0.122926
55 1.207003 0.000000 0.000004 0.000000 0.005010 0.474436
time 5
0 0.000000 -1.489258 38.531250 1.570792 0.000003 -0.000003
1 0.000005 3.345128 -2.981901 1.570795 0.214000 1.570795
2 4.018331 0.000000 0.000000 0.000000 0.000000 -0.079552
3 3.518565 0.000000 0.000000 0.000000 0.000000 0.347204
4 8.942642 0.000000 0.000000 0.000000 0.000000 0.339678
5 3.307271 0.000000 0.000000 3.139229 0.000498 0.415043
6 3.593712 -0.000001 0.000000 -0.234905 -0.139000 0.137274
7 1.999997 -3.000001 0.000000 -1.570796 0.000000 -1.326450
8 2.033350 1.000771 -1.937610 -2.058193 1.126838 2.517194
9 6.028143 0.000002 0.000000 1.320085 0.076893 -0.475773
10 11.692549 0.000000 0.000002 0.000000 0.000000 -2.038061
11 11.481698 0.000000 0.000000 -1.510057 0.750212 -0.327048
12 2.676087 -1.712440 0.000000 -1.570796 0.000000 -1.570796
13 2.033342 1.000767 1.937660 2.043424 -1.155416 2.460989
14 6.028142 0.000002 0.000000 -1.440540 0.033865 -0.622977
15 11.692555 0.000000 0.000005 0.000000 0.000000 -2.074734
16 11.481671 0.000000 -0.000030 0.839233 0.093327 0.220961
17 2.676088 -1.712441 0.000000 1.570797 0.000000 1.570797
18 -3.890452 0.000004 0.000007 -1.087647 0.085944 -1.576020
19 17.848171 0.000000 0.000000 0.000000 0.000000 0.000000
20 16.525253 0.000000 0.000000 -0.087531 -0.217412 -1.051550
21 6.879454 0.000000 0.000000 -0.080240 -0.002953 -0.585846
22 3.890452 -0.000004 -0.000003 -1.772749 0.124611 -1.565568
23 17.848175 0.000000 0.000000 0.000000 0.000000 0.000000
24 16.525249 0.000000 0.000000 0.030686 0.088143 -1.085858
25 6.879452 0.000000 0.000000 -0.007680 -0.002865 -0.593950
26 3.859704 -0.142404 -1.191975 -0.630890 -0.018275 -0.184343
27 1.312563 0.000001 0.000001 -0.010438 0.069225 -0.299517
28 0.729362 0.000002 0.000000 -0.010437 0.069221 -0.299515
29 3.942327 0.046774 -0.431443 -0.097239 -0.066047 -0.320838
30 1.539092 0.000002 0.000000 -0.003309 0.021435 -0.306449
31 1.196319 -0.000001 0.000000 -0.003310 0.021446 -0.306640
32 3.883689 -0.046767 0.431443 0.092774 0.022684 -0.401043
33 1.719575 0.000002 0.000000 -0.000001 0.005004 -1.139860
34 1.209182 -0.000001 0.000000 -0.000001 0.002796 -0.910150
35 3.859859 -0.137950 1.332466 0.300251 0.099651 -0.065052
36 1.719429 0.000003 0.000000 0.000000 0.000000 -1.276274
37 1.099668 0.000001 0.000000 0.000000 0.003253 -0.637022
38 0.806048 -0.348923 1.321258 -1.415437 -0.521510 -0.390863
39 1.789785 0.000000 0.000002 0.000002 -0.002157 -0.019377
40 1.206998 0.000000 0.000000 0.000000 -0.003298 0.032419
41 3.859672 -0.132566 1.193108 0.439985 -0.243490 -0.653507
42 1.312560 0.000000 -0.000001 0.000000 -0.007083 -0.838602
43 0.729361 0.000002 0.000000 0.000001 -0.003642 -0.643158
44 3.942293 0.050330 0.431043 0.135934 -0.113211 -0.571146
45 1.539095 0.000003 0.000000 0.000000 -0.004399 -0.646636
46 1.196323 0.000000 0.000000 0.000001 -0.007263 -0.829640
47 3.883655 -0.050326 -0.431043 0.112461 -0.465931 0.184278
48 1.719575 -0.000005 0.000000 0.137444 -0.027218 -1.427959
49 1.209182 -0.000001 0.000000 0.019634 0.049754 -0.409049
50 3.859828 -0.148935 -1.331282 -0.265954 -0.539305 0.143324
51 1.719425 0.000000 0.000000 0.000000 -0.047006 -1.116972
52 1.099665 0.000000 0.000000 0.000000 -0.004928 -1.151610
53 0.806014 -0.359835 -1.318334 1.486943 0.424790 -0.145363
54 1.789783 0.000001 0.000000 0.000001 0.003279 0.122926
55 1.207003 0.000000 0.000004 0.000000 0.005010 0.474436
end

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@ -98,6 +98,7 @@ $weightlist "NoHeadMovement" {
$sequence "gesture_shoot_shotgun" {
"combine_soldier_anims_anims\a_shootShotgun"
{ event AE_CL_PLAYSOUND 11 "Weapon_Alyx_Shotgun.Cock" }
activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
weightlist "NoHeadMovement"
delta
@ -120,15 +121,21 @@ $append "gesture_reload_shotgun" {
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
}
$sequence "reload_shotgun1_legs" "male_shared_anims\reload_shotgun1.smd" subtract "shoot_shotgun" 0 delta weightlist "weapongesture_legsonly" hidden
$weightlist "weights_reload_shotgun1_legs" {
"ValveBiped.Bip01_Pelvis" 0
"ValveBiped.Bip01_Spine" 0
"ValveBiped.Bip01_R_Thigh" 1
"ValveBiped.Bip01_L_Thigh" 1
}
$sequence "reload_shotgun1_legs" "male_shared_anims\reload_shotgun1.smd" weightlist "weights_reload_shotgun1_legs" hidden
$sequence "reload_shotgun1" {
"police_animations_anims\smg1angryidle1.smd"
"police_animations_anims\reload_smg1.smd"
numframes 75
activity "ACT_RELOAD_SHOTGUN" 1
{ event 3015 29 "" }
{ event AE_CL_PLAYSOUND 57 "Weapon_Shotgun.Special1" }
addlayer "gesture_reload_shotgun"
addlayer "reload_shotgun1_legs"
//blendlayer "Idle_Angry_Shotgun" 59 75 75 75 spline
node "standing_smg"
ikrule "lfoot" footstep
@ -253,6 +260,44 @@ $MakeManhackDeployGesture "police_animations_anims\smg1angryidle1.smd"
// ================================================================
$include "SoldierEP1Rappel.qci"
$pushd "male_shared_anims"
$include "ArrestAnims.qci"
$include "CitizenPackage_Police.qci"
$include "CitizenSuitcase_Police.qci"
$popd
$include "CitizenRPG_Police.qci"
$animation "@gesture_shoot_pistol_corrective_animation" "police_animations_anims\@gesture_shoot_pistol_corrective_animation.smd" {
}
$include "NewPistolAnimations_357_Metrocop.qci"
// ================================================================
$include "ProtectedRun.qci"
$sequence "run_protected_all" {
"a_PoliceRunS"
"a_PoliceRunSE"
"a_PoliceRunE"
"a_PoliceRunNE"
"a_PoliceRunN"
"a_PoliceRunNW"
"a_PoliceRunW"
"a_PoliceRunSW"
"a_PoliceRunS"
activity "ACT_RUN_PROTECTED" 1
blend "move_yaw" -180 180
blendwidth 9
{ event 6004 6 "NPC_MetroPolice" }
{ event 6005 15 "NPC_MetroPolice" }
fadein 0.2
fadeout 0.2
blendlayer "layer_run_protected" 0 0 0 0 local
node "running"
}
// ================================================================
// Add a heal animation
$MakeAdjustedAnimation Heal "male_shared_anims\Heal.smd" $Blend_SMD_Rifle$ 12 32 50
$append Heal {

View File

@ -0,0 +1,65 @@
// Created by Crowbar 0.71
version 1
nodes
0 "ValveBiped.Bip01_Pelvis" -1
1 "ValveBiped.Bip01_Spine" 0
2 "ValveBiped.Bip01_Spine1" 1
3 "ValveBiped.Bip01_Spine2" 2
4 "ValveBiped.Bip01_Spine4" 3
5 "ValveBiped.Bip01_Neck1" 4
6 "ValveBiped.Bip01_Head1" 5
7 "ValveBiped.forward" 6
8 "ValveBiped.Bip01_R_Clavicle" 4
9 "ValveBiped.Bip01_R_UpperArm" 8
10 "ValveBiped.Bip01_R_Forearm" 9
11 "ValveBiped.Bip01_R_Hand" 10
12 "ValveBiped.Anim_Attachment_RH" 11
13 "ValveBiped.Bip01_L_Clavicle" 4
14 "ValveBiped.Bip01_L_UpperArm" 13
15 "ValveBiped.Bip01_L_Forearm" 14
16 "ValveBiped.Bip01_L_Hand" 15
17 "ValveBiped.Anim_Attachment_LH" 16
18 "ValveBiped.Bip01_R_Thigh" 0
19 "ValveBiped.Bip01_R_Calf" 18
20 "ValveBiped.Bip01_R_Foot" 19
21 "ValveBiped.Bip01_R_Toe0" 20
22 "ValveBiped.Bip01_L_Thigh" 0
23 "ValveBiped.Bip01_L_Calf" 22
24 "ValveBiped.Bip01_L_Foot" 23
25 "ValveBiped.Bip01_L_Toe0" 24
26 "ValveBiped.Bip01_L_Finger4" 16
27 "ValveBiped.Bip01_L_Finger41" 26
28 "ValveBiped.Bip01_L_Finger42" 27
29 "ValveBiped.Bip01_L_Finger3" 16
30 "ValveBiped.Bip01_L_Finger31" 29
31 "ValveBiped.Bip01_L_Finger32" 30
32 "ValveBiped.Bip01_L_Finger2" 16
33 "ValveBiped.Bip01_L_Finger21" 32
34 "ValveBiped.Bip01_L_Finger22" 33
35 "ValveBiped.Bip01_L_Finger1" 16
36 "ValveBiped.Bip01_L_Finger11" 35
37 "ValveBiped.Bip01_L_Finger12" 36
38 "ValveBiped.Bip01_L_Finger0" 16
39 "ValveBiped.Bip01_L_Finger01" 38
40 "ValveBiped.Bip01_L_Finger02" 39
41 "ValveBiped.Bip01_R_Finger4" 11
42 "ValveBiped.Bip01_R_Finger41" 41
43 "ValveBiped.Bip01_R_Finger42" 42
44 "ValveBiped.Bip01_R_Finger3" 11
45 "ValveBiped.Bip01_R_Finger31" 44
46 "ValveBiped.Bip01_R_Finger32" 45
47 "ValveBiped.Bip01_R_Finger2" 11
48 "ValveBiped.Bip01_R_Finger21" 47
49 "ValveBiped.Bip01_R_Finger22" 48
50 "ValveBiped.Bip01_R_Finger1" 11
51 "ValveBiped.Bip01_R_Finger11" 50
52 "ValveBiped.Bip01_R_Finger12" 51
53 "ValveBiped.Bip01_R_Finger0" 11
54 "ValveBiped.Bip01_R_Finger01" 53
55 "ValveBiped.Bip01_R_Finger02" 54
56 "ValveBiped.baton_parent" 11
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 0.000000 -1.570796
end

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