Friday, November 02, 2007

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)