Vous êtes libres de modifier le contenu de cette section et d'en ajouter autant que vous voulez. La seule section obligatoire est la section “Datasheet”.
Ne pas éditer le contenu de cette section. Son contenu sera écrasé automatiquement par le script de synchronisation qui y générera les liens docuwiki vers les ressources ou fichiers référencés par le datasheet (non encore implémenté).
En cas d'anomalie constatée, contacter Liria pour corriger le script de synchronisation. Vous pouvez aussi proposer directement des améliorations du script. Le source est sous licence GPL et est disponible via le dépôt : https://bitbucket.org/liria/docuwiki-tools.
vous pouvez éditer le contenu de la section en modifiant le code du datasheet délimité par les balises <code xml>...</code>. Attention, la ligne ci-dessous référençant le nom et la position du datasheet ne doit pas être modifiée, car elle sert au script de synchronisation.
datasheet : “leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_default_1h_.animation_set”
<?xml version="1.0"?> <FORM Revision="$Revision: 1.11 $" State="modified"> <PARENT Filename="fy_hom_lod__.animation_set"/> <PARENT Filename="fy_hom_emots_a__.animation_set"/> <STRUCT> <ATOM Name="defaultHeadControl" Value="false"/> <STRUCT Name="idle"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle.anim"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="10"/> <ATOM Name="next2" Value="1"/> <ATOM Name="next2 weight" Value="1"/> <ATOM Name="next3" Value="2"/> <ATOM Name="next3 weight" Value="1"/> <ATOM Name="next4" Value="3"/> <ATOM Name="next4 weight" Value="1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_attente3.anim"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="1"/> <ATOM Name="next2" Value="2"/> <ATOM Name="next2 weight" Value="1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_attente4.anim"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="1"/> <ATOM Name="next2" Value="1"/> <ATOM Name="next2 weight" Value="1"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_idle_idle1.anim"/> <ATOM Name="next1" Value="4"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_idle_idle1_1.anim"/> <ATOM Name="next1" Value="4"/> <ATOM Name="next1 weight" Value="10"/> <ATOM Name="next2" Value="5"/> <ATOM Name="next3" Value="6"/> <ATOM Name="next4" Value="7"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_idle_idle1_2.anim"/> <ATOM Name="next1" Value="4"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_idle_idle1_3.anim"/> <ATOM Name="next1" Value="4"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_idle_to_idle1.anim"/> <ATOM Name="reverse" Value="true"/> <ATOM Name="next1" Value="0"/> <ATOM Name="next1 weight" Value="1"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="idle_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_idle_to_walk.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hom_a_marche.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="walk_to_run"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_walk_to_run.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="run"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="fy_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Fyros"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="ma_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Matis"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="tr_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Tryker"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="zo_hom_a_course.anim"/> <ATOM Name="Race Restriction" Value="Zorai"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_marche_arriere.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_walk"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_left_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_gauche.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_go.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="turn_right_to_backward"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_tourne_droite.anim"/> </STRUCT> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_demitour_dr.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_left"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_strafe_gauche.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="strafe_right"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_strafe_droite.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="impact"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_impact.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_stun_init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_stun_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="stun_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_stun_end.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_Loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_good_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Bienveillant_End_Ok.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_Loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_bad_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Host_End_Ok.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_begin"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_Init.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_loop"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_loop.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_fail"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_Echec.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_fumble"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_Fumble.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="cast_neutral_success"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_Neutre_End_OK.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="offensive_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="offensive_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="curative_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="curative_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="mixed_cast_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="mixed_cast_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="loot_init"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="loot_post_end"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_maoff_preinit.anim"/> <ATOM Name="reverse" Value="true"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="combat_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_to_engarde.anim"/> </STRUCT> </ARRAY> </STRUCT> <STRUCT Name="death_mode"> <ARRAY Name="animations"> <STRUCT> <ATOM Name="filename" Value="FY_HOM_A_mort.anim"/> </STRUCT> </ARRAY> <ATOM Name="LodCharacterAnimation" Value="FY_HOM_A_mort.anim"/> </STRUCT> </STRUCT> <STRUCT/> <STRUCT/> <STRUCT/> <STRUCT/> <COMMENTS>Converted from old format</COMMENTS> <LOG>Fri May 17 15:24:35 2002 (corvazier) File converted from old format Tue Jul 30 23:45:06 2002 (puzin) Form Parents = Thu Aug 29 16:02:38 2002 (beaume) .about_face_left_to_backward.animations[0].filename = FY_HOM_A_demitour_go.anim Thu Aug 29 16:02:38 2002 (beaume) .about_face_left_to_walk.animations[0].filename = FY_HOM_A_demitour_go.anim Thu Aug 29 16:02:38 2002 (beaume) .about_face_right_to_backward.animations[0].filename = FY_HOM_A_demitour_dr.anim Thu Aug 29 16:02:38 2002 (beaume) .about_face_right_to_walk.animations[0].filename = FY_HOM_A_demitour_dr.anim Thu Aug 29 16:02:38 2002 (beaume) .backward.animations[0].filename = FY_HOM_A_marche_arriere.anim Thu Aug 29 16:02:38 2002 (beaume) .idle.animations[1].filename = FY_HOM_A_idle_attente1.anim Thu Aug 29 16:02:38 2002 (beaume) .idle.animations[2].filename = FY_HOM_A_idle_attente2.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_left_to_backward.animations[0].filename = FY_HOM_A_tourne_gauche.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_left_to_walk.animations[0].filename = FY_HOM_A_tourne_gauche.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_right_to_backward.animations[0].filename = FY_HOM_A_tourne_droite.anim Thu Aug 29 16:02:38 2002 (beaume) .turn_right_to_walk.animations[0].filename = FY_HOM_A_tourne_droite.anim Thu Aug 29 16:02:38 2002 (beaume) formName Resized = 1 Fri Dec 20 11:20:34 2002 (miller) .idle.animations[0].head controlable = true Mon Jan 06 12:06:01 2003 (beaume) .idle.animations[2].filename = FY_HOM_A_idle_attente3.anim Mon Jan 06 12:06:01 2003 (beaume) .idle.animations[3].filename = FY_HOM_A_idle_attente4.anim Mon Jan 06 12:06:01 2003 (beaume) .idle.animations[4].filename = FY_HOM_A_idle_attente2.anim Mon Jan 06 12:06:01 2003 (beaume) formName Resized = 5 Mon Jan 06 17:55:42 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_AB_demitour_go.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_AB_demitour_go.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_AB_demitour_go.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_AB_demitour_dr.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_AB_demitour_dr.anim Mon Jan 06 17:55:42 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_AB_demitour_dr.anim Mon Jan 06 17:55:42 2003 (beaume) formName Resized = 2 Mon Jan 06 17:58:51 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_A_demitour_go.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_A_demitour_dr.anim Mon Jan 06 17:58:51 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_A_demitour_dr.anim Fri Feb 21 14:27:43 2003 (arnaudb) formName Resized = 4 Wed Mar 19 14:37:09 2003 (arnaudb) .impact.animations[0].filename = FY_HOM_A_impact.anim Wed Mar 19 14:37:09 2003 (arnaudb) formName Resized = 1 Thu Apr 17 11:33:26 2003 (arnaudb) .combat_mode.animations[0].filename = FY_HOM_A_to_engarde.anim Thu Apr 17 11:33:26 2003 (arnaudb) .idle_to_walk.animations[0].filename = FY_HOM_A_idle_to_walk.anim Thu Apr 17 11:33:26 2003 (arnaudb) .walk_to_run.animations[0].filename = FY_HOM_A_walk_to_run.anim Thu Apr 17 11:33:26 2003 (arnaudb) formName Resized = 1 Fri Apr 18 18:54:29 2003 (arnaudb) Form Parents = Tue Jun 10 17:50:35 2003 (beaume) .death_mode.LodCharacterAnimation = FY_HOM_A_mort.anim Tue Jun 10 17:50:35 2003 (beaume) .death_mode.animations[0].filename = FY_HOM_A_mort.anim Tue Jun 10 17:50:35 2003 (beaume) formName Resized = 1 Fri Jul 11 11:04:18 2003 (beaume) .stun_begin.animations[0].filename = FY_HOM_A_stun_init.anim Fri Jul 11 11:04:18 2003 (beaume) .stun_end.animations[0].filename = FY_HOM_A_stun_end.anim Fri Jul 11 11:04:18 2003 (beaume) .stun_loop.animations[0].filename = FY_HOM_A_stun_loop.anim Fri Jul 11 11:04:18 2003 (beaume) formName Resized = 1 Tue Oct 28 16:24:24 2003 (beaume) .curative_cast_end.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Oct 28 16:24:24 2003 (beaume) .curative_cast_end.animations[0].reverse = true Tue Oct 28 16:24:24 2003 (beaume) .curative_cast_init.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Oct 28 16:24:24 2003 (beaume) .mixed_cast_end.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Oct 28 16:24:24 2003 (beaume) .mixed_cast_end.animations[0].reverse = true Tue Oct 28 16:24:24 2003 (beaume) .mixed_cast_init.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Oct 28 16:24:24 2003 (beaume) .offensive_cast_end.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Oct 28 16:24:24 2003 (beaume) .offensive_cast_end.animations[0].reverse = true Tue Oct 28 16:24:24 2003 (beaume) .offensive_cast_init.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Oct 28 16:24:24 2003 (beaume) Form Parents = Fri Nov 28 14:27:37 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_A_idle.anim Fri Nov 28 14:27:37 2003 (beaume) .use_end.animations[0].filename = FY_HOM_A_idle.anim Fri Nov 28 14:27:37 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_A_idle.anim Fri Nov 28 14:27:37 2003 (beaume) formName Resized = 1 Thu Dec 04 15:34:38 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_quartering_init.anim Thu Dec 04 15:34:38 2003 (beaume) .use_end.animations[0].filename = FY_HOM_quartering_end.anim Thu Dec 04 15:34:38 2003 (beaume) .use_init.animations[0].filename = FY_HOM_A_maoff_preinit.anim Thu Dec 04 15:34:38 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_quartering_loop.anim Thu Dec 04 15:34:38 2003 (beaume) .use_post_end.animations[0].filename = FY_HOM_A_maoff_preinit.anim Thu Dec 04 15:34:38 2003 (beaume) .use_post_end.animations[0].reverse = true Thu Dec 04 15:34:38 2003 (beaume) formName Resized = 1 Thu Dec 18 15:43:12 2003 (beaume) .defaultHeadControl = false Tue Jan 20 16:43:20 2004 (beaume) .loot_init.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Jan 20 16:43:20 2004 (beaume) .loot_post_end.animations[0].filename = FY_HOM_A_maoff_preinit.anim Tue Jan 20 16:43:20 2004 (beaume) .loot_post_end.animations[0].reverse = true Tue Jan 20 16:43:20 2004 (beaume) formName Resized = 0 Wed Feb 18 16:31:45 2004 (beaume) .afk.animations[0].filename = FY_HOM_Emot_A_AFK.anim Wed Feb 18 16:31:45 2004 (beaume) .angry.animations[0].filename = FY_HOM_Emot_A_Angry.anim Wed Feb 18 16:31:45 2004 (beaume) .apologize.animations[0].filename = FY_HOM_Emot_A_Sorry.anim Wed Feb 18 16:31:45 2004 (beaume) .blush.animations[0].filename = FY_HOM_Emot_A_Blush.anim Wed Feb 18 16:31:45 2004 (beaume) .bow.animations[0].filename = FY_HOM_Emot_A_Bow.anim Wed Feb 18 16:31:45 2004 (beaume) .bye.animations[0].filename = FY_HOM_Emot_A_BYE.anim Wed Feb 18 16:31:45 2004 (beaume) .calm.animations[0].filename = FY_HOM_Emot_A_Calm.anim Wed Feb 18 16:31:45 2004 (beaume) .cheer.animations[0].filename = FY_HOM_Emot_A_Cheer.anim Wed Feb 18 16:31:45 2004 (beaume) .cry.animations[0].filename = FY_HOM_Emot_A_Cry.anim Wed Feb 18 16:31:45 2004 (beaume) .dance.animations[0].filename = FY_HOM_Emot_A_dance.anim Wed Feb 18 16:31:45 2004 (beaume) .follow.animations[0].filename = FY_HOM_Emot_A_follow.anim Wed Feb 18 16:31:45 2004 (beaume) .gesture.animations[0].filename = FY_HOM_Emot_A_gesture.anim Wed Feb 18 16:31:45 2004 (beaume) .giggle.animations[0].filename = FY_HOM_Emot_A_Gigle.anim Wed Feb 18 16:31:45 2004 (beaume) .go_away.animations[0].filename = FY_HOM_Emot_A_laisse_moi.anim Wed Feb 18 16:31:45 2004 (beaume) .impatient.animations[0].filename = FY_HOM_Emot_A_Impatient.anim Wed Feb 18 16:31:45 2004 (beaume) .kiss.animations[0].filename = FY_HOM_Emot_A_kiss.anim Wed Feb 18 16:31:45 2004 (beaume) .kneel.animations[0].filename = FY_HOM_Emot_A_kneel.anim Wed Feb 18 16:31:45 2004 (beaume) .lol.animations[0].filename = FY_HOM_Emot_A_Rofl.anim Wed Feb 18 16:31:45 2004 (beaume) .point.animations[0].filename = FY_HOM_Emot_A_Pointer.anim Wed Feb 18 16:31:45 2004 (beaume) .roar.animations[0].filename = FY_HOM_Emot_A_Roar.anim Wed Feb 18 16:31:45 2004 (beaume) .smile.animations[0].filename = FY_HOM_Emot_A_Smile.anim Wed Feb 18 16:31:45 2004 (beaume) .thank.animations[0].filename = FY_HOM_Emot_A_Bow.anim Wed Feb 18 16:31:45 2004 (beaume) .unhappy.animations[0].filename = FY_HOM_Emot_A_Veto.anim Wed Feb 18 16:31:45 2004 (beaume) .victory.animations[0].filename = FY_HOM_Emot_A_victory.anim Wed Feb 18 16:31:45 2004 (beaume) formName Resized = 0 Wed Feb 18 16:44:24 2004 (beaume) .wave.animations[0].filename = FY_HOM_Emot_Bow.anim Wed Feb 18 16:44:24 2004 (beaume) formName Resized = 0 Wed Feb 18 17:40:32 2004 (beaume) .laugh.animations[0].filename = FY_HOM_Emot_A_rire.anim Wed Feb 18 17:40:32 2004 (beaume) .lol.animations[0].filename = FY_HOM_Emot_A_rire.anim Wed Feb 18 17:40:32 2004 (beaume) .sad.animations[0].filename = FY_HOM_Emot_A_shootpoussiere.anim Wed Feb 18 17:40:32 2004 (beaume) formName Resized = 1 Thu Feb 19 14:40:36 2004 (beaume) Form Parents = Mon May 10 14:14:45 2004 (beaume) .idle.animations[0].next1 = 1 Mon May 10 14:14:45 2004 (beaume) .idle.animations[0].next2 = 2 Mon May 10 14:14:45 2004 (beaume) .idle.animations[0].next3 = 3 Mon May 10 14:14:45 2004 (beaume) .idle.animations[1].next1 = 2 Mon May 10 14:14:45 2004 (beaume) .idle.animations[1].next2 = 3 Mon May 10 14:14:45 2004 (beaume) .idle.animations[1].next3 = 4 Mon May 10 14:14:45 2004 (beaume) .idle.animations[2].next1 = 1 Mon May 10 14:14:45 2004 (beaume) .idle.animations[2].next2 = 3 Mon May 10 14:14:45 2004 (beaume) .idle.animations[2].next3 = 4 Mon May 10 14:14:45 2004 (beaume) .idle.animations[4].filename = fy_hom_a_idle_to_idle1.anim Mon May 10 14:14:45 2004 (beaume) .idle.animations[4].next1 = 5 Mon May 10 14:14:45 2004 (beaume) .idle.animations[4].next2 = 6 Mon May 10 14:14:45 2004 (beaume) .idle.animations[4].next3 = 7 Mon May 10 14:14:45 2004 (beaume) .idle.animations[5].filename = fy_hom_a_idle_idle1_1.anim Mon May 10 14:14:45 2004 (beaume) .idle.animations[5].next1 = 6 Mon May 10 14:14:45 2004 (beaume) .idle.animations[5].next2 = 7 Mon May 10 14:14:45 2004 (beaume) .idle.animations[6].filename = fy_hom_a_idle_idle1_2.anim Mon May 10 14:14:45 2004 (beaume) .idle.animations[6].next1 = 5 Mon May 10 14:14:45 2004 (beaume) .idle.animations[6].next2 = 7 Mon May 10 14:14:45 2004 (beaume) .idle.animations[6].next3 = 8 Mon May 10 14:14:45 2004 (beaume) .idle.animations[7].filename = fy_hom_a_idle_idle1_3.anim Mon May 10 14:14:45 2004 (beaume) .idle.animations[7].next1 = 5 Mon May 10 14:14:45 2004 (beaume) .idle.animations[7].next2 = 6 Mon May 10 14:14:45 2004 (beaume) .idle.animations[7].next3 = 8 Mon May 10 14:14:45 2004 (beaume) .idle.animations[8].filename = fy_hom_a_idle_to_idle1.anim Mon May 10 14:14:45 2004 (beaume) .idle.animations[8].next1 = 1 Mon May 10 14:14:45 2004 (beaume) .idle.animations[8].next2 = 2 Mon May 10 14:14:45 2004 (beaume) .idle.animations[8].next3 = 3 Mon May 10 14:14:45 2004 (beaume) .idle.animations[8].next4 = 0 Mon May 10 14:14:45 2004 (beaume) .idle.animations[8].reverse = true Mon May 10 14:14:45 2004 (beaume) formName Resized = 9 Thu Jun 17 14:00:14 2004 (beaume) .idle.animations[0].next1 weight = 50 Thu Jun 17 14:00:14 2004 (beaume) .idle.animations[0].next2 weight = 20 Thu Jun 17 14:00:14 2004 (beaume) .idle.animations[0].next3 weight = 10 Thu Jun 17 14:00:14 2004 (beaume) .idle.animations[1].next1 weight = 10 Thu Jun 17 14:00:14 2004 (beaume) .idle.animations[1].next2 weight = 20 Thu Jun 17 14:00:14 2004 (beaume) .idle.animations[1].next3 weight = 50 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[2].next1 weight = 10 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[2].next2 weight = 10 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[2].next3 weight = 60 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[4].next1 weight = 20 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[4].next2 weight = 10 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[4].next3 weight = 60 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[5].next1 weight = 30 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[5].next2 weight = 60 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[7].next1 weight = 10 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[7].next2 weight = 20 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[7].next3 = 50 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[8].next1 weight = 30 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[8].next2 weight = 10 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[8].next3 weight = 10 Thu Jun 17 14:06:35 2004 (beaume) .idle.animations[8].next4 weight = 30 Thu Jun 17 14:08:53 2004 (beaume) .idle.animations[3].next1 = 4 Fri Sep 03 17:57:40 2004 (beaume) .idle.animations[4].next2 weight = 1 Fri Sep 03 17:57:40 2004 (beaume) .idle.animations[5].next1 weight = 2 Fri Sep 03 17:57:40 2004 (beaume) .idle.animations[7].next2 weight = 2 Fri Sep 10 18:56:55 2004 (beaume) .idle.animations[5].next1 weight = 1 Fri Sep 10 18:56:55 2004 (beaume) .idle.animations[7].next1 weight = 20 Fri Sep 10 18:56:55 2004 (beaume) .idle.animations[7].next2 weight = 1 Thu Jan 01 01:26:00 2009 (kervala) .afk.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .angry.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .apologize.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .blush.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .bow.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .bye.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .calm.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .cheer.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .cry.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .dance.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .follow.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .gesture.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .giggle.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .go_away.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .impatient.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .kiss.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .kneel.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .laugh.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .lol.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .point.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .roar.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .sad.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .smile.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .thank.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .unhappy.Display Objects = true Thu Jan 01 01:26:00 2009 (kervala) .victory.Display Objects = true Thu Feb 05 14:56:27 2009 (kervala) .wave.Display Objects = true Thu Feb 05 14:56:27 2009 (kervala) .wave.animations[0].filename = FY_HOM_Emot_A_Bow.anim Thu Feb 05 15:04:31 2009 (kervala) .agree.Display Objects = true Thu Feb 05 15:04:31 2009 (kervala) .agree.animations[0].filename = FY_HOM_Emot_A_oui.anim Thu Feb 05 15:04:31 2009 (kervala) .disagree.Display Objects = true Thu Feb 05 15:04:31 2009 (kervala) .disagree.animations[0].filename = FY_HOM_Emot_A_non.anim Thu Oct 07 12:27:55 2010 (sywindt) .wave.animations[0].filename = FY_HOM_salut.anim Thu Oct 07 12:33:52 2010 (sywindt) .wave.Display Objects = false Thu Oct 07 12:33:52 2010 (sywindt) .wave.animations[0].filename = FY_HOM_salut.anim</LOG> </FORM>