30 // Max simple physicing at once 10 // Max boned physicing at once 30 // Max rendering at once 30 // Max stored dismembered characters MAN.TXT START OF BONES // Bone index #0 Bip01 Spine 20 // Mass in kg BOX // Collision detection type NONE NEXT BONE // Bone index #1 Bip01 Head 4 // Mass in kg SPHERE // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #2 Bip01 L Leg 8 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #3 Bip01 L Leg1 7 // Mass in kg BOX // Collision detection type FALSE 2 // Index of parent (L Leg) NEXT BONE // Bone index #4 Bip01 R Leg 8 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #5 Bip01 R Leg1 7 // Mass in kg BOX // Collision detection type FALSE 4 // Index of parent (R Leg) NEXT BONE // Bone index #6 Bip01 L Arm1 4 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #7 Bip01 L Arm2 4 // Mass in kg BOX // Collision detection type FALSE 6 // Index of parent (L Arm1) NEXT BONE // Bone index #8 Bip01 R Arm1 3 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #9 Bip01 R Arm2 3 // Mass in kg BOX // Collision detection type FALSE 8 // Index of parent (R Arm1) END OF BONES START OF MOVES 0 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still.SKL // Biped export file name 0 // Flags 1 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name 0 // Flags 2 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_scared.SKL // Biped export file name 0 // Flags 3 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement jump_out_of_skin.SKL // Biped export file name ********** 0 // Flags 4 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_silly_scared.SKL // Biped export file name ********** 0 // Flags 5 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_mrl.SKL // Biped export file name ********** 0 // Flags 6 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_mll.SKL // Biped export file name ********** 0 // Flags 10 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_plead.SKL // Biped export file name 0 // Flags 11 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement on_knees_mercy.SKL // Biped export file name 0 // Flags 12 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement on_knees_mercy.SKL // Biped export file name ********** 0 // Flags 13 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement out_of_breathe.SKL // Biped export file name 0 // Flags 14 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement on_knees_mercy.SKL // Biped export file name ********** 0 // Flags 20 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 21 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 22 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 30 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement walk_normal_male.SKL // Biped export file name 0 // Flags 31 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement pissed_person.SKL // Biped export file name ********** 0 // Flags 40 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement run_slow.SKL // Biped export file name ********** 0 // Flags 41 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement run_fast.SKL // Biped export file name ********** 0 // Flags 42 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement run_slow.SKL // Biped export file name ********** 0 // Flags 50 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement missing_left_leg_hop.SKL // Biped export file name ********** 0 // Flags 51 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement missing_right_leg_hop.SKL // Biped export file name ********** 0 // Flags 52 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement run_slow.SKL // Biped export file name ********** 0 // Flags 60 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 61 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 62 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 63 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 64 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement stand_still_look_around.SKL // Biped export file name ********** 0 // Flags 70 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name ********** 0 // Flags 71 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name ********** 0 // Flags 72 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name ********** 0 // Flags 73 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name ********** 0 // Flags 74 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name ********** 0 // Flags 80 // ID 30 // Default frame rate none // Looping reset flags 0,0,1 // Direction of movement get_up_back.SKL // Biped export file name 1 // Flags 81 // ID 30 // Default frame rate none // Looping reset flags 0,0,1 // Direction of movement get_up_front.SKL // Biped export file name 1 // Flags 82 // ID 30 // Default frame rate none // Looping reset flags 0,0,1 // Direction of movement get_up_back_mll.SKL // Biped export file name ********** 1 // Flags 83 // ID 30 // Default frame rate none // Looping reset flags 0,0,1 // Direction of movement get_up_back_mrl.SKL // Biped export file name ********** 1 // Flags 84 // ID 30 // Default frame rate none // Looping reset flags 0,0,1 // Direction of movement get_up_front_mll.SKL // Biped export file name ********** 1 // Flags 85 // ID 30 // Default frame rate none // Looping reset flags 0,0,1 // Direction of movement get_up_front_mrl.SKL // Biped export file name ********** 1 // Flags 90 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement hit_by_car_slow.SKL // Biped export file name 0 // Flags 91 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement hit_by_car_med.SKL // Biped export file name 0 // Flags 92 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement hit_by_car_med.SKL // Biped export file name 0 // Flags 93 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name 0 // Flags 94 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement dead_body_flat.SKL // Biped export file name 0 // Flags 95 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement FALL.SKL // Biped export file name ********** 0 // Flags 96 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement squashed_against_wall.SKL // Biped export file name 1 // Flags 97 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement dead_body_fly_through_air.SKL // Biped export file name 0 // Flags 110 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement drowning.SKL // Biped export file name ********** 0 // Flags 111 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement silly_dance.SKL // Biped export file name 0 // Flags 112 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement panicking_peds.SKL // Biped export file name ********** 0 // Flags 113 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement squashed_against_wall.SKL // Biped export file name ********** 0 // Flags END OF MOVES // Other stuff HUMANOID 1 // Index of head bone -1 // Direction axis when lying down (A) 1 // Direction axis when lying down (B)