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- 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
- BALLNSOCKET // Joint type
- 0 // Index of parent (Spine)
-
- 3 // Number of limits
-
- PLANE // Limit type
- 0,1,0 // Child vector
- 0,1,0 // Parent vector
- 60 // Maximum angle allowed between above two vectors
-
- UNIVERSAL // Limit type
- 0,1,0 // Child vector
- 0,1,0 // Parent vector
- 60 // Maximum angle allowed between above two vectors
-
- 0 // Angle to rotate cross-product
-
- NEXT BONE
-
- // Bone index #2
-
- Bip01 L Leg
- 8 // Mass in kg
- BOX // Collision detection type
-
- BALLNSOCKET // Joint type
- 0 // Index of parent (Spine)
-
- 3 // Number of limits
-
- PLANE // Limit type
- 0,1,0 // Child vector
- 0.4,0.707,-0.707 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- UNIVERSAL // Limit type
- 0,1,0 // Child vector
- 0,1,0 // Parent vector
- 45 // Maximum angle allowed between above two vectors
-
- 0 // Angle to rotate cross-product
-
- NEXT BONE
-
- // Bone index #3
-
- Bip01 L Leg1
- 7 // Mass in kg
- BOX // Collision detection type
-
- HINGE // Joint type
- 2 // Index of parent (L Leg)
-
- 1 // Number of limits
-
- PLANE // Limit type
- 0,1,0 // Child vector
- 0,0.1,1 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- 1,0,0 // Hinge axis
-
- NEXT BONE
-
- // Bone index #4
-
- Bip01 R Leg
- 8 // Mass in kg
- BOX // Collision detection type
-
- BALLNSOCKET // Joint type
- 0 // Index of parent (Spine)
-
- 3 // Number of limits
-
- PLANE // Limit type
- 0,1,0 // Child vector
- -0.4,0.707,-0.707 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- UNIVERSAL // Limit type
- 0,1,0 // Child vector
- 0,1,0 // Parent vector
- 45 // Maximum angle allowed between above two vectors
-
- 0 // Angle to rotate cross-product
-
- NEXT BONE
-
- // Bone index #5
-
- Bip01 R Leg1
- 7 // Mass in kg
- BOX // Collision detection type
-
- HINGE // Joint type
- 4 // Index of parent (L Leg)
-
- 1 // Number of limits
-
- PLANE // Limit type
- 0,1,0 // Child vector
- 0,0.1,1 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- 1,0,0 // Hinge axis
-
- NEXT BONE
-
- // Bone index #6
-
- Bip01 L Arm1
- 4 // Mass in kg
- BOX // Collision detection type
-
- BALLNSOCKET // Joint type
- 0 // Index of parent (Spine)
-
- 3 // Number of limits
-
- PLANE // Limit type
- 1,0,0 // Child vector
- 1,0.1,1 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- UNIVERSAL // Limit type
- 1,0,0 // Child vector
- 1,0,0 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- 0 // Angle to rotate cross-product
-
- NEXT BONE
-
- // Bone index #7
-
- Bip01 L Arm2
- 4 // Mass in kg
- BOX // Collision detection type
-
- HINGE // Joint type
- 6 // Index of parent (L Arm1)
-
- 1 // Number of limits
-
- PLANE // Limit type
- -1,0,0 // Child vector
- 0,0.1,-1 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
-
- 0,1,0 // Hinge axis
-
- NEXT BONE
-
- // Bone index #8
-
- Bip01 R Arm1
- 3 // Mass in kg
- BOX // Collision detection type
-
- BALLNSOCKET // Joint type
- 0 // Index of parent (Spine)
-
- 3 // Number of limits
-
- PLANE // Limit type
- -1,0,0 // Child vector
- -1,0.1,1 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- UNIVERSAL // Limit type
- -1,0,0 // Child vector
- -1,0,0 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
- 0 // Angle to rotate cross-product
-
- NEXT BONE
-
- // Bone index #9
-
- Bip01 R Arm2
- 3 // Mass in kg
- BOX // Collision detection type
-
- HINGE // Joint type
- 8 // Index of parent (R Arm1)
-
- 1 // Number of limits
-
- PLANE // Limit type
- 1,0,0 // Child vector
- 0,0.1,-1 // Parent vector
- 90 // Maximum angle allowed between above two vectors
-
-
- 0,1,0 // Hinge axis
-
- 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_female.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
- Y // Looping reset flags
- 0,0,0 // Direction of movement
- walk_normal_male.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)
-