//############################################# //######### Animation Defines //############################################# !MECH=hellspawn !MC=hs !PATH=content\mechs !Back=$(PATH)\$(MECH)\animation\$(MC)_back !BackUp=$(PATH)\$(MECH)\animation\$(MC)_backU !BackDown=$(PATH)\$(MECH)\animation\$(MC)_backd !BackLeft=$(PATH)\$(MECH)\animation\$(MC)_backl !BackRight=$(PATH)\$(MECH)\animation\$(MC)_backr !Walk=$(PATH)\$(MECH)\animation\$(MC)_walk !WalkUp=$(PATH)\$(MECH)\animation\$(MC)_walku !WalkDown=$(PATH)\$(MECH)\animation\$(MC)_walkd !WalkLeft=$(PATH)\$(MECH)\animation\$(MC)_walkl !WalkRight=$(PATH)\$(MECH)\animation\$(MC)_walkr !Run=$(PATH)\$(MECH)\animation\$(MC)_run !RunUp=$(PATH)\$(MECH)\animation\$(MC)_runu !RunDown=$(PATH)\$(MECH)\animation\$(MC)_rund !RunLeft=$(PATH)\$(MECH)\animation\$(MC)_runl !RunRight=$(PATH)\$(MECH)\animation\$(MC)_runr !StandPose=$(PATH)\$(MECH)\animation\$(MC)_standpose !StandUpPose=$(PATH)\$(MECH)\animation\$(MC)_standposeU !StandDownPose=$(PATH)\$(MECH)\animation\$(MC)_standposeD !StandLeftPose=$(PATH)\$(MECH)\animation\$(MC)_standposeL !StandRightPose=$(PATH)\$(MECH)\animation\$(MC)_standposeR !GimpLeftPose=$(PATH)\$(MECH)\animation\$(MC)_lgimppose !GimpLeftUpPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposeu !GimpLeftDownPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposed !GimpLeftLeftPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposel !GimpLeftRightPose=$(PATH)\$(MECH)\animation\$(MC)_lgimpposer !GimpRightPose=$(PATH)\$(MECH)\animation\$(MC)_rgimppose !GimpRightUpPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposeu !GimpRightDownPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposed !GimpRightLeftPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposer !GimpRightRightPose=$(PATH)\$(MECH)\animation\$(MC)_rgimpposel !GimpLeft=$(PATH)\$(MECH)\animation\$(MC)_lgimp !GimpLeftUp=$(PATH)\$(MECH)\animation\$(MC)_lgimpu !GimpLeftDown=$(PATH)\$(MECH)\animation\$(MC)_lgimpd !GimpLeftRight=$(PATH)\$(MECH)\animation\$(MC)_lgimpr !GimpLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_lgimpl !GimpRight=$(PATH)\$(MECH)\animation\$(MC)_rgimp !GimpRightUp=$(PATH)\$(MECH)\animation\$(MC)_rgimpu !GimpRightDown=$(PATH)\$(MECH)\animation\$(MC)_rgimpd !GimpRightRight=$(PATH)\$(MECH)\animation\$(MC)_rgimpr !GimpRightLeft=$(PATH)\$(MECH)\animation\$(MC)_rgimpl !WalkStand=$(PATH)\$(MECH)\animation\$(MC)_walkstand !WalkStandUp=$(PATH)\$(MECH)\animation\$(MC)_walkstandu !WalkStandDown=$(PATH)\$(MECH)\animation\$(MC)_walkstandd !WalkStandLeft=$(PATH)\$(MECH)\animation\$(MC)_walkstandl !WalkStandRight=$(PATH)\$(MECH)\animation\$(MC)_walkstandr !WalkStandHalf=$(PATH)\$(MECH)\animation\$(MC)_walkstandrev !WalkStandHalfUp=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevu !WalkStandHalfDown=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevd !WalkStandHalfLeft=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevl !WalkStandHalfRight=$(PATH)\$(MECH)\animation\$(MC)_walkstandrevr !StandWalk=$(PATH)\$(MECH)\animation\$(MC)_standwalk !StandWalkUp=$(PATH)\$(MECH)\animation\$(MC)_standwalku !StandWalkDown=$(PATH)\$(MECH)\animation\$(MC)_standwalkd !StandWalkLeft=$(PATH)\$(MECH)\animation\$(MC)_standwalkl !StandWalkRight=$(PATH)\$(MECH)\animation\$(MC)_standwalkr !BackStand=$(PATH)\$(MECH)\animation\$(MC)_backstand !BackStandUp=$(PATH)\$(MECH)\animation\$(MC)_backstandu !BackStandDown=$(PATH)\$(MECH)\animation\$(MC)_backstandd !BackStandLeft=$(PATH)\$(MECH)\animation\$(MC)_backstandl !BackStandRight=$(PATH)\$(MECH)\animation\$(MC)_backstandr !BackStandHalf=$(PATH)\$(MECH)\animation\$(MC)_backstandrev !BackStandHalfUp=$(PATH)\$(MECH)\animation\$(MC)_backstandrevu !BackStandHalfDown=$(PATH)\$(MECH)\animation\$(MC)_backstandrevd !BackStandHalfLeft=$(PATH)\$(MECH)\animation\$(MC)_backstandrevl !BackStandHalfRight=$(PATH)\$(MECH)\animation\$(MC)_backstandrevr !StandBack=$(PATH)\$(MECH)\animation\$(MC)_standback !StandBackUp=$(PATH)\$(MECH)\animation\$(MC)_standbacku !StandBackDown=$(PATH)\$(MECH)\animation\$(MC)_standbackd !StandBackLeft=$(PATH)\$(MECH)\animation\$(MC)_standbackl !StandBackRight=$(PATH)\$(MECH)\animation\$(MC)_standbackr !GimpLeftStand=$(PATH)\$(MECH)\animation\$(MC)_lgimpstand !GimpLeftStandUp=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandu !GimpLeftStandDown=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandd !GimpLeftStandLeft=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandl !GimpLeftStandRight=$(PATH)\$(MECH)\animation\$(MC)_lgimpstandr !StandGimpLeft=$(PATH)\$(MECH)\animation\$(MC)_standlgimp !StandGimpLeftUp=$(PATH)\$(MECH)\animation\$(MC)_standlgimpu !StandGimpLeftDown=$(PATH)\$(MECH)\animation\$(MC)_standlgimpd !StandGimpLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_standlgimpl !StandGimpLeftRight=$(PATH)\$(MECH)\animation\$(MC)_standlgimpr !GimpRightStand=$(PATH)\$(MECH)\animation\$(MC)_rgimpstand !GimpRightStandUp=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandu !GimpRightStandDown=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandd !GimpRightStandLeft=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandl !GimpRightStandRight=$(PATH)\$(MECH)\animation\$(MC)_rgimpstandr !StandGimpRight=$(PATH)\$(MECH)\animation\$(MC)_standrgimp !StandGimpRightUp=$(PATH)\$(MECH)\animation\$(MC)_standrgimpu !StandGimpRightDown=$(PATH)\$(MECH)\animation\$(MC)_standrgimpd !StandGimpRightLeft=$(PATH)\$(MECH)\animation\$(MC)_standrgimpl !StandGimpRightRight=$(PATH)\$(MECH)\animation\$(MC)_standrgimpr !PowerDown=$(PATH)\$(MECH)\animation\$(MC)_powerdown !PowerDownUp=$(PATH)\$(MECH)\animation\$(MC)_powerdownU !PowerDownDown=$(PATH)\$(MECH)\animation\$(MC)_powerdownD !PowerDownLeft=$(PATH)\$(MECH)\animation\$(MC)_powerdownL !PowerDownRight=$(PATH)\$(MECH)\animation\$(MC)_powerdownR !PowerUp=$(PATH)\$(MECH)\animation\$(MC)_powerup !PowerUpUp=$(PATH)\$(MECH)\animation\$(MC)_powerupU !PowerUpDown=$(PATH)\$(MECH)\animation\$(MC)_powerupD !PowerUpLeft=$(PATH)\$(MECH)\animation\$(MC)_powerupL !PowerUpRight=$(PATH)\$(MECH)\animation\$(MC)_powerupR !SquatDown=$(PATH)\$(MECH)\animation\$(MC)_squatdown !SquatDownUp=$(PATH)\$(MECH)\animation\$(MC)_squatdownU !SquatDownDown=$(PATH)\$(MECH)\animation\$(MC)_squatdownD !SquatDownLeft=$(PATH)\$(MECH)\animation\$(MC)_squatdownL !SquatDownRight=$(PATH)\$(MECH)\animation\$(MC)_squatdownR !SquatUp=$(PATH)\$(MECH)\animation\$(MC)_squatup !SquatUpUp=$(PATH)\$(MECH)\animation\$(MC)_squatupU !SquatUpDown=$(PATH)\$(MECH)\animation\$(MC)_squatupD !SquatUpLeft=$(PATH)\$(MECH)\animation\$(MC)_squatupL !SquatUpRight=$(PATH)\$(MECH)\animation\$(MC)_squatupR !LandForward=$(PATH)\$(MECH)\animation\$(MC)_landforward !LandStand=$(PATH)\$(MECH)\animation\$(MC)_landstand !LandStandUp=$(PATH)\$(MECH)\animation\$(MC)_landstandU !LandStandDown=$(PATH)\$(MECH)\animation\$(MC)_landstandD !LandStandLeft=$(PATH)\$(MECH)\animation\$(MC)_landstandL !LandStandRight=$(PATH)\$(MECH)\animation\$(MC)_landstandR !FallForward=$(PATH)\$(MECH)\animation\$(MC)_fallforward !FallBackward=$(PATH)\$(MECH)\animation\$(MC)_fallback !FallLeft=$(PATH)\$(MECH)\animation\$(MC)_fallleft !FallRight=$(PATH)\$(MECH)\animation\$(MC)_fallright !GetUp=$(PATH)\$(MECH)\animation\$(MC)_getup !GetUpRight=$(PATH)\$(MECH)\animation\$(MC)_getupright !Fly=$(PATH)\$(MECH)\animation\$(MC)_jump !TurnLeft=$(PATH)\$(MECH)\animation\$(MC)_turnLeft !TurnLeftUp=$(PATH)\$(MECH)\animation\$(MC)_turnLeftU !TurnLeftDown=$(PATH)\$(MECH)\animation\$(MC)_turnLeftD !TurnLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_turnLeftL !TurnLeftRight=$(PATH)\$(MECH)\animation\$(MC)_turnLeftR !TurnRight=$(PATH)\$(MECH)\animation\$(MC)_turnRight !TurnRightUp=$(PATH)\$(MECH)\animation\$(MC)_turnRightU !TurnRightDown=$(PATH)\$(MECH)\animation\$(MC)_turnRightD !TurnRightLeft=$(PATH)\$(MECH)\animation\$(MC)_turnRightL !TurnRightRight=$(PATH)\$(MECH)\animation\$(MC)_turnRightR !LGimpTurnLeft=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeft !LGimpTurnLeftUp=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftU !LGimpTurnLeftDown=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftD !LGimpTurnLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftL !LGimpTurnLeftRight=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnLeftR !LGimpTurnRight=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRight !LGimpTurnRightUp=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightU !LGimpTurnRightDown=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightD !LGimpTurnRightLeft=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightL !LGimpTurnRightRight=$(PATH)\$(MECH)\animation\$(MC)_LGimpTurnRightR !RGimpTurnLeft=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeft !RGimpTurnLeftUp=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftU !RGimpTurnLeftDown=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftD !RGimpTurnLeftLeft=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftL !RGimpTurnLeftRight=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnLeftR !RGimpTurnRight=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRight !RGimpTurnRightUp=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightU !RGimpTurnRightDown=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightD !RGimpTurnRightLeft=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightL !RGimpTurnRightRight=$(PATH)\$(MECH)\animation\$(MC)_RGimpTurnRightR //############################################# //######### Curve Defines //############################################# !LinearUpCurve=0 !CubedCurve=1 !EaseUpCurve=2 !EdgeCurve=3 !BumpCurve=4 !EaseUpSplineCurve=5 !CurveUpCurve=6 !SpikeUpCurve=7 !BellCurveCurve=8 !SpikeCurve=9 !LongBumpCurve=10 !BumpSpikeCurve=11 !SpikeBell=12 //############################################# //######### States //############################################# //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [StandState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [StandHalfState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [Stand_1_8_thState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [Stand_2_8_thState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [Stand_3_8_thState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [Stand_5_8_thState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [Stand_6_8_thState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) [Stand_7_8_thState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandUpPose) DownAnim=$(StandDownPose) EvenAnim=$(StandPose) LeftAnim=$(StandLeftPose) RightAnim=$(StandRightPose) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [ForwardState] AnimType=FullHeightSpeedBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll SlowUpAnim=$(WalkUp) SlowDownAnim=$(WalkDown) SlowEvenAnim=$(Walk) SlowLeftAnim=$(WalkLeft) SlowRightAnim=$(WalkRight) FastUpAnim=$(RunUp) FastDownAnim=$(RunDown) FastEvenAnim=$(Run) FastLeftAnim=$(RunLeft) FastRightAnim=$(RunRight) [StandState::ForwardState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandWalkUp) DownAnim=$(StandWalkDown) EvenAnim=$(StandWalk) LeftAnim=$(StandWalkLeft) RightAnim=$(StandWalkRight) [ForwardState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandUp) DownAnim=$(WalkStandDown) EvenAnim=$(WalkStand) LeftAnim=$(WalkStandLeft) RightAnim=$(WalkStandRight) [ForwardState::Stand_1_8_thState] TransitionStart=0.125 PlayOldStateTill=0.5 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.250 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandUp) DownAnim=$(WalkStandDown) EvenAnim=$(WalkStand) LeftAnim=$(WalkStandLeft) RightAnim=$(WalkStandRight) [ForwardState::Stand_2_8_thState] TransitionStart=0.250 PlayOldStateTill=0.6 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.5 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandUp) DownAnim=$(WalkStandDown) EvenAnim=$(WalkStand) LeftAnim=$(WalkStandLeft) RightAnim=$(WalkStandRight) [ForwardState::Stand_3_8_thState] TransitionStart=0.375 PlayOldStateTill=0.9 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.7 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandUp) DownAnim=$(WalkStandDown) EvenAnim=$(WalkStand) LeftAnim=$(WalkStandLeft) RightAnim=$(WalkStandRight) [ForwardState::StandHalfState] TransitionStart=0.5 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandHalfUp) DownAnim=$(WalkStandHalfDown) EvenAnim=$(WalkStandHalf) LeftAnim=$(WalkStandHalfLeft) RightAnim=$(WalkStandHalfRight) [ForwardState::Stand_5_8_thState] TransitionStart=0.625 PlayOldStateTill=0.5 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.250 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandHalfUp) DownAnim=$(WalkStandHalfDown) EvenAnim=$(WalkStandHalf) LeftAnim=$(WalkStandHalfLeft) RightAnim=$(WalkStandHalfRight) [ForwardState::Stand_6_8_thState] TransitionStart=0.750 PlayOldStateTill=0.6 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.5 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandHalfUp) DownAnim=$(WalkStandHalfDown) EvenAnim=$(WalkStandHalf) LeftAnim=$(WalkStandHalfLeft) RightAnim=$(WalkStandHalfRight) [ForwardState::Stand_7_8_thState] TransitionStart=0.875 PlayOldStateTill=0.9 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.700 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(WalkStandHalfUp) DownAnim=$(WalkStandHalfDown) EvenAnim=$(WalkStandHalf) LeftAnim=$(WalkStandHalfLeft) RightAnim=$(WalkStandHalfRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [BackwardState] AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackDown) DownAnim=$(BackUp) EvenAnim=$(Back) LeftAnim=$(BackLeft) RightAnim=$(BackRight) [StandState::BackwardState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandBackDown) DownAnim=$(StandBackUp) EvenAnim=$(StandBack) LeftAnim=$(StandBackLeft) RightAnim=$(StandBackRight) [BackwardState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandDown) DownAnim=$(BackStandUp) EvenAnim=$(BackStand) LeftAnim=$(BackStandLeft) RightAnim=$(BackStandRight) [BackwardState::Stand_1_8_thState] TransitionStart=0.125 PlayOldStateTill=0.5 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.250 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandDown) DownAnim=$(BackStandUp) EvenAnim=$(BackStand) LeftAnim=$(BackStandLeft) RightAnim=$(BackStandRight) [BackwardState::Stand_2_8_thState] TransitionStart=0.250 PlayOldStateTill=0.6 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.5 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandDown) DownAnim=$(BackStandUp) EvenAnim=$(BackStand) LeftAnim=$(BackStandLeft) RightAnim=$(BackStandRight) [BackwardState::Stand_3_8_thState] TransitionStart=0.375 PlayOldStateTill=0.9 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.7 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandDown) DownAnim=$(BackStandUp) EvenAnim=$(BackStand) LeftAnim=$(BackStandLeft) RightAnim=$(BackStandRight) [BackwardState::StandHalfState] TransitionStart=0.5 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandHalfDown) DownAnim=$(BackStandHalfUp) EvenAnim=$(BackStandHalf) LeftAnim=$(BackStandHalfLeft) RightAnim=$(BackStandHalfRight) [BackwardState::Stand_5_8_thState] TransitionStart=0.625 PlayOldStateTill=0.5 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.250 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandHalfDown) DownAnim=$(BackStandHalfUp) EvenAnim=$(BackStandHalf) LeftAnim=$(BackStandHalfLeft) RightAnim=$(BackStandHalfRight) [BackwardState::Stand_6_8_thState] TransitionStart=0.750 PlayOldStateTill=0.6 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.5 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandHalfDown) DownAnim=$(BackStandHalfUp) EvenAnim=$(BackStandHalf) LeftAnim=$(BackStandHalfLeft) RightAnim=$(BackStandHalfRight) [BackwardState::Stand_7_8_thState] TransitionStart=0.875 PlayOldStateTill=0.9 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.700 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(BackStandHalfDown) DownAnim=$(BackStandHalfUp) EvenAnim=$(BackStandHalf) LeftAnim=$(BackStandHalfLeft) RightAnim=$(BackStandHalfRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [GimpStandLeftState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpLeftUpPose) DownAnim=$(GimpLeftDownPose) EvenAnim=$(GimpLeftPose) LeftAnim=$(GimpLeftLeftPose) RightAnim=$(GimpLeftRightPose) [GimpForwardLeftState] AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpLeftUp) DownAnim=$(GimpLeftDown) EvenAnim=$(GimpLeft) LeftAnim=$(GimpLeftLeft) RightAnim=$(GimpLeftRight) [GimpStandLeftState::GimpForwardLeftState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandGimpLeftUp) DownAnim=$(StandGimpLeftDown) EvenAnim=$(StandGimpLeft) LeftAnim=$(StandGimpLeftLeft) RightAnim=$(StandGimpLeftRight) [GimpForwardLeftState::GimpStandLeftState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpLeftStandUp) DownAnim=$(GimpLeftStandDown) EvenAnim=$(GimpLeftStand) LeftAnim=$(GimpLeftStandLeft) RightAnim=$(GimpLeftStandRight) [::GimpForwardLeftState] TransitionStart=0.0 PlayOldStateTill=0.3 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpLeftUp) DownAnim=$(GimpLeftDown) EvenAnim=$(GimpLeft) LeftAnim=$(GimpLeftLeft) RightAnim=$(GimpLeftRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [GimpStandRightState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpRightUpPose) DownAnim=$(GimpRightDownPose) EvenAnim=$(GimpRightPose) RightAnim=$(GimpRightLeftPose) LeftAnim=$(GimpRightRightPose) [GimpForwardRightState] AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpRightUp) DownAnim=$(GimpRightDown) EvenAnim=$(GimpRight) LeftAnim=$(GimpRightLeft) RightAnim=$(GimpRightRight) [GimpStandRightState::GimpForwardRightState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(StandGimpRightUp) DownAnim=$(StandGimpRightDown) EvenAnim=$(StandGimpRight) LeftAnim=$(StandGimpRightLeft) RightAnim=$(StandGimpRightRight) [GimpForwardRightState::GimpStandRightState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpRightStandUp) DownAnim=$(GimpRightStandDown) EvenAnim=$(GimpRightStand) LeftAnim=$(GimpRightStandLeft) RightAnim=$(GimpRightStandRight) [::GimpForwardRightState] TransitionStart=0.5 PlayOldStateTill=0.3 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(GimpRightUp) DownAnim=$(GimpRightDown) EvenAnim=$(GimpRight) LeftAnim=$(GimpRightLeft) RightAnim=$(GimpRightRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [FallForwardState] AnimType=PoseType Start=0.0 Position=1.0 Anim=$(FallForward) [StandState::FallForwardState] TransitionStart=any PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallForward) [::FallForwardState] TransitionStart=any PlayOldStateTill=0.2 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallForward) [FallForwardState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=0.6 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(GetUp) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [FallBackwardState] AnimType=PoseType Start=0.0 Position=1.0 Anim=$(FallBackward) [StandState::FallBackwardState] TransitionStart=any PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallBackward) [::FallBackwardState] TransitionStart=any PlayOldStateTill=0.2 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallBackward) [FallBackwardState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=0.6 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(GetUp) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [FallLeftState] AnimType=PoseType Start=0.0 Position=1.0 Anim=$(FallLeft) [StandState::FallLeftState] TransitionStart=any PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallLeft) [::FallLeftState] TransitionStart=any PlayOldStateTill=0.2 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallLeft) [FallLeftState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=0.6 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(GetUp) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [FallRightState] AnimType=PoseType Start=0.0 Position=1.0 Anim=$(FallRight) [StandState::FallRightState] TransitionStart=any PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallRight) [::FallRightState] TransitionStart=any PlayOldStateTill=0.2 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(CubedCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(FallRight) [FallRightState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=0.6 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(GetUpRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [PowerDownState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(PowerUpUp) DownAnim=$(PowerUpDown) EvenAnim=$(PowerUp) LeftAnim=$(PowerUpLeft) RightAnim=$(PowerUpRight) [StandState::PowerDownState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(PowerDownUp) DownAnim=$(PowerDownDown) EvenAnim=$(PowerDown) LeftAnim=$(PowerDownLeft) RightAnim=$(PowerDownRight) [PowerDownState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(PowerUpUp) DownAnim=$(PowerUpDown) EvenAnim=$(PowerUp) LeftAnim=$(PowerUpLeft) RightAnim=$(PowerUpRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [CrouchState] AnimType=FullHeightPoseHolderType Start=0.0 Position=0.0 PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(SquatUpUp) DownAnim=$(SquatUpDown) EvenAnim=$(SquatUp) LeftAnim=$(SquatUpLeft) RightAnim=$(SquatUpRight) [StandState::CrouchState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(SquatDownUp) DownAnim=$(SquatDownDown) EvenAnim=$(SquatDown) LeftAnim=$(SquatDownLeft) RightAnim=$(SquatDownRight) [CrouchState::StandState] TransitionStart=0.0 PlayOldStateTill=0.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(SquatUpUp) DownAnim=$(SquatUpDown) EvenAnim=$(SquatUp) LeftAnim=$(SquatUpLeft) RightAnim=$(SquatUpRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [TurnLeftState] AnimType=FullHeightBlenderCycleType carryover=false Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(TurnLeftUp) DownAnim=$(TurnLeftDown) EvenAnim=$(TurnLeft) LeftAnim=$(TurnLeftLeft) RightAnim=$(TurnLeftRight) [TurnRightState] AnimType=FullHeightBlenderCycleType carryover=false Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(TurnRightUp) DownAnim=$(TurnRightDown) EvenAnim=$(TurnRight) LeftAnim=$(TurnRightLeft) RightAnim=$(TurnRightRight) [LGimpTurnLeftState] AnimType=FullHeightBlenderCycleType carryover=false Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(LGimpTurnLeftUp) DownAnim=$(LGimpTurnLeftDown) EvenAnim=$(LGimpTurnLeft) LeftAnim=$(LGimpTurnLeftLeft) RightAnim=$(LGimpTurnLeftRight) [LGimpTurnRightState] AnimType=FullHeightBlenderCycleType carryover=false Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(LGimpTurnRightUp) DownAnim=$(LGimpTurnRightDown) EvenAnim=$(LGimpTurnRight) LeftAnim=$(LGimpTurnRightLeft) RightAnim=$(LGimpTurnRightRight) [RGimpTurnLeftState] AnimType=FullHeightBlenderCycleType carryover=false Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(RGimpTurnLeftUp) DownAnim=$(RGimpTurnLeftDown) EvenAnim=$(RGimpTurnLeft) LeftAnim=$(RGimpTurnLeftLeft) RightAnim=$(RGimpTurnLeftRight) [RGimpTurnRightState] AnimType=FullHeightBlenderCycleType carryover=false Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(RGimpTurnRightUp) DownAnim=$(RGimpTurnRightDown) EvenAnim=$(RGimpTurnRight) LeftAnim=$(RGimpTurnRightLeft) RightAnim=$(RGimpTurnRightRight) //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [FlyState] AnimType=CycleType Start=0.0 Position=0.0 Anim=$(Fly) [::FlyState] TransitionStart=any PlayOldStateTill=1.0 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=LerpCycleType Start=0.0 Position=0.0 LerpTime=0.8 Anim=$(Fly) [FlyState::ForwardState] TransitionStart=any PlayOldStateTill=0.19 StartNewState=0.2 OverrideNewStatePosition=0.2 StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=CycleType Start=0.0 Position=0.0 Anim=$(LandForward) [FlyState::StandState] TransitionStart=any PlayOldStateTill=0.1 StartNewState=1.0 OverrideNewStatePosition=default StartOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 0 0 EndOverlapCurve=$(LinearUpCurve) 0.0 1.0 0.0 1.0 1 0 AnimType=FullHeightBlenderCycleType Start=0.0 Position=0.0 SpeedAttrib=CurrentSpeedMPS PitchAttrib=LocalGroundPitch RollAttrib=LocalGroundRoll UpAnim=$(LandStandUp) DownAnim=$(LandStandDown) EvenAnim=$(LandStand) LeftAnim=$(LandStandLeft) RightAnim=$(LandStandRight)