15 // Max simple physicing at once 10 // Max boned physicing at once 15 // Max rendering at once 15 // Max stored dismembered characters DOG.TXT START OF BONES // Bone index #0 Bone_01 10 // Mass in kg BOX // Collision detection type NONE NEXT BONE // Bone index #1 Bone_N01 2 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #2 Bone_N02 2 // Mass in kg SPHERE // Collision detection type FALSE 1 // Index of parent (Neck) NEXT BONE // Bone index #3 Bone_T01 1 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (Spine) NEXT BONE // Bone index #4 Bone_RLB02 3 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (L Leg) NEXT BONE // Bone index #5 Bone_RLB03 3 // Mass in kg BOX // Collision detection type FALSE 4 // Index of parent (L Leg) NEXT BONE // Bone index #6 Bone_RLB04 2 // Mass in kg BOX // Collision detection type FALSE 5 // Index of parent (L Leg) NEXT BONE // Bone index #7 Bone_LLB02 3 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (L Leg) NEXT BONE // Bone index #8 Bone_LLB03 3 // Mass in kg BOX // Collision detection type FALSE 7 // Index of parent (L Leg) NEXT BONE // Bone index #9 Bone_LLB04 2 // Mass in kg BOX // Collision detection type FALSE 8 // Index of parent (L Leg) NEXT BONE // Bone index #10 Bone_RLF02 3 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (L Leg) NEXT BONE // Bone index #11 Bone_RLF03 3 // Mass in kg BOX // Collision detection type FALSE 10 // Index of parent (L Leg) NEXT BONE // Bone index #12 Bone_RLF04 2 // Mass in kg BOX // Collision detection type FALSE 11 // Index of parent (L Leg) NEXT BONE // Bone index #13 Bone_LLF02 3 // Mass in kg BOX // Collision detection type FALSE 0 // Index of parent (L Leg) NEXT BONE // Bone index #14 Bone_LLF03 3 // Mass in kg BOX // Collision detection type FALSE 13 // Index of parent (L Leg) NEXT BONE // Bone index #15 Bone_LLF04 2 // Mass in kg BOX // Collision detection type FALSE 14 // Index of parent (L Leg) END OF BONES START OF MOVES 0 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement DogWalk.BON // Biped export file name 0 // Flags 2 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement DogWalk.BON // Biped export file name 0 // Flags 10 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement Dog_still_plead.BON // Biped export file name 0 // Flags 30 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement DogWalk.BON // Biped export file name 0 // Flags 31 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement DogWalk.BON // Biped export file name ********** 0 // Flags 40 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement DogRun_Fast.BON // Biped export file name ********** 0 // Flags 72 // ID 30 // Default frame rate None // Looping reset flags 0,0,1 // Direction of movement DogFall.BON // Biped export file name ********** 0 // Flags 80 // ID 30 // Default frame rate none // Looping reset flags 1,0,0 // Direction of movement Dog_get_up_lhs.BON // Biped export file name 1 // Flags 81 // ID 30 // Default frame rate none // Looping reset flags 1,0,0 // Direction of movement Dog_get_up_rhs.BON // Biped export file name 1 // Flags 91 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement DogHitByCar.BON // Biped export file name 0 // Flags 93 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement DogPunted.BON // Biped export file name 0 // Flags 94 // ID 30 // Default frame rate XYZ // Looping reset flags 0,0,1 // Direction of movement DogDeadPunted.BON // Biped export file name 0 // Flags 111 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement DogRun.BON // Biped export file name 0 // Flags 112 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement DogRun.BON // Biped export file name ********** 0 // Flags 113 // ID 30 // Default frame rate Y // Looping reset flags 0,0,0 // Direction of movement DogFall.BON // Biped export file name ********** 0 // Flags END OF MOVES // Other stuff NONHUMANOID 2 // Index of head bone 2 // Direction axis when lying down (A) 2 // Direction axis when lying down (B)