Table des matières

fy_hom_default_d_s.animation_set

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”.

Références

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.

Datasheet

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_d_s.animation_set”

<?xml version="1.0"?>
<FORM Revision="$Revision: 1.6 $" State="modified">
  <PARENT Filename="fy_hom_lod__.animation_set"/>
  <STRUCT>
    <STRUCT Name="idle">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_idle.anim"/>
          <ATOM Name="head controlable" Value="true"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next1 weight" Value="10"/>
          <ATOM Name="next2" Value="1"/>
          <ATOM Name="next3" Value="2"/>
          <ATOM Name="next4" Value="3"/>
          <ATOM Name="next5" Value="4"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_idle_attente1.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next2" Value="2"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_idle_attente3.anim"/>
          <ATOM Name="next1" Value="0"/>
          <ATOM Name="next2" Value="1"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_idle_attente4.anim"/>
          <ATOM Name="next1" Value="0"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_idle_to_idle1.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_idle1_1_dague.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_idle1_2.anim"/>
          <ATOM Name="next1" Value="8"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_idle1_3_dague.anim"/>
          <ATOM Name="next1" Value="8"/>
          <ATOM Name="next1 weight" Value="1"/>
          <ATOM Name="next4 weight" Value="1"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_idle1_0.anim"/>
          <ATOM Name="next1" Value="8"/>
          <ATOM Name="next1 weight" Value="10"/>
          <ATOM Name="next2" Value="5"/>
          <ATOM Name="next2 weight" Value="1"/>
          <ATOM Name="next3" Value="6"/>
          <ATOM Name="next4" Value="7"/>
          <ATOM Name="next5" Value="9"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_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_AB_idle_to_walk.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hom_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hom_ab_marche.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hom_ab_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_AB_walk_to_run.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="run">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="fy_hom_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Fyros"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="ma_hom_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Matis"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="tr_hom_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Tryker"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="zo_hom_ab_course.anim"/>
          <ATOM Name="Race Restriction" Value="Zorai"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_marche_arriere.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_tourne_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_tourne_droite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_tourne_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_walk">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_tourne_droite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_left_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_tourne_gauche.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_demitour_go.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="turn_right_to_backward">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_tourne_droite.anim"/>
        </STRUCT>
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_demitour_dr.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_left">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_strafe_gauche.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="strafe_right">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_strafe_droite.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="impact">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_impact.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_begin">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_stun_init.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_loop">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_stun_loop.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="stun_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_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_AB_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="offensive_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_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_AB_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="curative_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_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_AB_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="mixed_cast_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_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_AB_maoff_preinit.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="loot_post_end">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_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_AB_to_engarde.anim"/>
        </STRUCT>
      </ARRAY>
    </STRUCT>
    <STRUCT Name="death_mode">
      <ARRAY Name="animations">
        <STRUCT>
          <ATOM Name="filename" Value="FY_HOM_AB_mort.anim"/>
        </STRUCT>
      </ARRAY>
      <ATOM Name="LodCharacterAnimation" Value="FY_HOM_AB_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 23:44:54 2002 (puzin) Form Parents = 
Thu Aug 29 16:09:13 2002 (beaume) .about_face_left_to_backward.animations[0].filename = FY_HOM_AB_demitour_go.anim
Thu Aug 29 16:09:13 2002 (beaume) .about_face_left_to_walk.animations[0].filename = FY_HOM_AB_demitour_go.anim
Thu Aug 29 16:09:13 2002 (beaume) .about_face_right_to_backward.animations[0].filename = FY_HOM_AB_demitour_dr.anim
Thu Aug 29 16:09:13 2002 (beaume) .about_face_right_to_walk.animations[0].filename = FY_HOM_AB_demitour_dr.anim
Thu Aug 29 16:09:13 2002 (beaume) .backward.animations[0].filename = FY_HOM_AB_marche_arriere.anim
Thu Aug 29 16:09:13 2002 (beaume) .idle.animations[1].filename = FY_HOM_AB_idle_attente1.anim
Thu Aug 29 16:09:13 2002 (beaume) .idle.animations[2].filename = FY_HOM_AB_idle_attente2.anim
Thu Aug 29 16:09:13 2002 (beaume) .turn_left_to_backward.animations[0].filename = FY_HOM_AB_tourne_gauche.anim
Thu Aug 29 16:09:13 2002 (beaume) .turn_left_to_walk.animations[0].filename = FY_HOM_AB_tourne_gauche.anim
Thu Aug 29 16:09:13 2002 (beaume) .turn_right_to_backward.animations[0].filename = FY_HOM_AB_tourne_droite.anim
Thu Aug 29 16:09:13 2002 (beaume) .turn_right_to_walk.animations[0].filename = FY_HOM_AB_tourne_droite.anim
Thu Aug 29 16:09:13 2002 (beaume) formName Resized = 1
Fri Dec 20 11:20:30 2002 (miller) .idle.animations[0].head controlable = true
Mon Jan 06 18:16:42 2003 (beaume) .idle.animations[2].filename = FY_HOM_AB_idle_attente3.anim
Mon Jan 06 18:16:42 2003 (beaume) .idle.animations[3].filename = FY_HOM_AB_idle_attente4.anim
Mon Jan 06 18:16:42 2003 (beaume) .idle.animations[4].filename = FY_HOM_AB_idle_attente2.anim
Mon Jan 06 18:16:42 2003 (beaume) .turn_left.animations[1].filename = FY_HOM_AB_demitour_go.anim
Mon Jan 06 18:16:42 2003 (beaume) .turn_left_to_backward.animations[1].filename = FY_HOM_AB_demitour_go.anim
Mon Jan 06 18:16:42 2003 (beaume) .turn_left_to_walk.animations[1].filename = FY_HOM_AB_demitour_go.anim
Mon Jan 06 18:16:42 2003 (beaume) .turn_right.animations[1].filename = FY_HOM_AB_demitour_dr.anim
Mon Jan 06 18:16:42 2003 (beaume) .turn_right_to_backward.animations[1].filename = FY_HOM_AB_demitour_dr.anim
Mon Jan 06 18:16:42 2003 (beaume) .turn_right_to_walk.animations[1].filename = FY_HOM_AB_demitour_dr.anim
Mon Jan 06 18:16:42 2003 (beaume) formName Resized = 2
Fri Feb 21 14:29:41 2003 (arnaudb) formName Resized = 4
Wed Mar 19 14:39:31 2003 (arnaudb) .impact.animations[0].filename = FY_HOM_AB_impact.anim
Wed Mar 19 14:39:31 2003 (arnaudb) formName Resized = 1
Thu Apr 17 11:44:47 2003 (arnaudb) .combat_mode.animations[0].filename = FY_HOM_AB_to_engarde.anim
Thu Apr 17 11:44:47 2003 (arnaudb) .idle_to_walk.animations[0].filename = FY_HOM_AB_idle_to_walk.anim
Thu Apr 17 11:44:47 2003 (arnaudb) .walk_to_run.animations[0].filename = FY_HOM_AB_walk_to_run.anim
Thu Apr 17 11:44:47 2003 (arnaudb) formName Resized = 1
Fri Apr 18 18:54:58 2003 (arnaudb) Form Parents = 
Tue Jun 10 17:51:46 2003 (beaume) .death_mode.LodCharacterAnimation = FY_HOM_AB_mort.anim
Tue Jun 10 17:51:46 2003 (beaume) .death_mode.animations[0].filename = FY_HOM_AB_mort.anim
Tue Jun 10 17:51:46 2003 (beaume) formName Resized = 1
Fri Jul 11 11:28:29 2003 (beaume) .stun_begin.animations[0].filename = FY_HOM_AB_stun_init.anim
Fri Jul 11 11:28:29 2003 (beaume) .stun_end.animations[0].filename = FY_HOM_AB_stun_end.anim
Fri Jul 11 11:28:29 2003 (beaume) .stun_loop.animations[0].filename = FY_HOM_AB_stun_loop.anim
Fri Jul 11 11:28:29 2003 (beaume) formName Resized = 1
Wed Oct 29 10:58:59 2003 (beaume) .curative_cast_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Wed Oct 29 10:58:59 2003 (beaume) .curative_cast_end.animations[0].reverse = true
Wed Oct 29 10:58:59 2003 (beaume) .curative_cast_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Wed Oct 29 10:58:59 2003 (beaume) .mixed_cast_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Wed Oct 29 10:58:59 2003 (beaume) .mixed_cast_end.animations[0].reverse = true
Wed Oct 29 10:58:59 2003 (beaume) .mixed_cast_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Wed Oct 29 10:58:59 2003 (beaume) .offensive_cast_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Wed Oct 29 10:58:59 2003 (beaume) .offensive_cast_end.animations[0].reverse = true
Wed Oct 29 10:58:59 2003 (beaume) .offensive_cast_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Wed Oct 29 10:58:59 2003 (beaume) Form Parents = 
Fri Nov 28 14:43:05 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_AB_idle.anim
Fri Nov 28 14:43:05 2003 (beaume) .use_end.animations[0].filename = FY_HOM_AB_idle.anim
Fri Nov 28 14:43:05 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_AB_idle.anim
Fri Nov 28 14:43:05 2003 (beaume) formName Resized = 1
Thu Dec 04 16:32:15 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_quartering_init.anim
Thu Dec 04 16:32:15 2003 (beaume) .use_end.animations[0].filename = FY_HOM_quartering_end.anim
Thu Dec 04 16:32:15 2003 (beaume) .use_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Thu Dec 04 16:32:15 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_quartering_loop.anim
Thu Dec 04 16:32:15 2003 (beaume) .use_post_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Thu Dec 04 16:32:15 2003 (beaume) .use_post_end.animations[0].reverse = true
Thu Dec 04 16:32:15 2003 (beaume) formName Resized = 1
Tue Jan 20 17:12:33 2004 (beaume) .loot_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Jan 20 17:12:33 2004 (beaume) .loot_post_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Jan 20 17:12:33 2004 (beaume) .loot_post_end.animations[0].reverse = true
Tue Jan 20 17:12:33 2004 (beaume) formName Resized = 0
Mon May 10 16:34:26 2004 (beaume) .idle.animations[0].next1 = 1
Mon May 10 16:34:26 2004 (beaume) .idle.animations[0].next2 = 2
Mon May 10 16:34:26 2004 (beaume) .idle.animations[0].next3 = 3
Mon May 10 16:34:26 2004 (beaume) .idle.animations[1].next1 = 2
Mon May 10 16:34:26 2004 (beaume) .idle.animations[1].next2 = 3
Mon May 10 16:34:26 2004 (beaume) .idle.animations[1].next3 = 4
Mon May 10 16:34:26 2004 (beaume) .idle.animations[2].next1 = 1
Mon May 10 16:34:26 2004 (beaume) .idle.animations[2].next2 = 3
Mon May 10 16:34:26 2004 (beaume) .idle.animations[2].next3 = 4
Mon May 10 16:34:26 2004 (beaume) .idle.animations[2].next4 = 0
Mon May 10 16:34:26 2004 (beaume) .idle.animations[3].next1 = 1
Mon May 10 16:34:26 2004 (beaume) .idle.animations[3].next2 = 2
Mon May 10 16:34:26 2004 (beaume) .idle.animations[3].next3 = 4
Mon May 10 16:34:26 2004 (beaume) .idle.animations[4].filename = fy_hom_ab_idle_to_idle1.anim
Mon May 10 16:34:26 2004 (beaume) .idle.animations[4].next1 = 5
Mon May 10 16:34:26 2004 (beaume) .idle.animations[4].next2 = 6
Mon May 10 16:34:26 2004 (beaume) .idle.animations[4].next3 = 7
Mon May 10 16:34:26 2004 (beaume) .idle.animations[4].next4 = 8
Mon May 10 16:34:26 2004 (beaume) .idle.animations[5].filename = fy_hom_ab_idle1_1_dague.anim
Mon May 10 16:34:26 2004 (beaume) .idle.animations[5].next1 = 6
Mon May 10 16:34:26 2004 (beaume) .idle.animations[5].next2 = 7
Mon May 10 16:34:26 2004 (beaume) .idle.animations[5].next3 = 8
Mon May 10 16:34:26 2004 (beaume) .idle.animations[5].next4 = 9
Mon May 10 16:34:26 2004 (beaume) .idle.animations[6].filename = fy_hom_ab_idle1_2.anim
Mon May 10 16:34:26 2004 (beaume) .idle.animations[6].next1 = 5
Mon May 10 16:34:26 2004 (beaume) .idle.animations[6].next2 = 7
Mon May 10 16:34:26 2004 (beaume) .idle.animations[6].next3 = 8
Mon May 10 16:34:26 2004 (beaume) .idle.animations[6].next4 = 9
Mon May 10 16:34:26 2004 (beaume) .idle.animations[7].filename = fy_hom_ab_idle1_3_dague.anim
Mon May 10 16:34:26 2004 (beaume) .idle.animations[7].next1 = 5
Mon May 10 16:34:26 2004 (beaume) .idle.animations[7].next2 = 6
Mon May 10 16:34:26 2004 (beaume) .idle.animations[7].next3 = 8
Mon May 10 16:34:26 2004 (beaume) .idle.animations[7].next4 = 9
Mon May 10 16:34:26 2004 (beaume) .idle.animations[8].filename = fy_hom_ab_idle1_0.anim
Mon May 10 16:34:26 2004 (beaume) .idle.animations[8].next1 = 5
Mon May 10 16:34:26 2004 (beaume) .idle.animations[8].next2 = 6
Mon May 10 16:34:26 2004 (beaume) .idle.animations[8].next3 = 7
Mon May 10 16:34:26 2004 (beaume) .idle.animations[9].filename = fy_hom_ab_idle_to_idle1.anim
Mon May 10 16:34:26 2004 (beaume) .idle.animations[9].next1 = 1
Mon May 10 16:34:26 2004 (beaume) .idle.animations[9].next2 = 2
Mon May 10 16:34:26 2004 (beaume) .idle.animations[9].next3 = 3
Mon May 10 16:34:26 2004 (beaume) .idle.animations[9].next4 = 0
Mon May 10 16:34:26 2004 (beaume) .idle.animations[9].reverse = true
Mon May 10 16:34:26 2004 (beaume) formName Resized = 10
Mon Sep 13 18:00:41 2004 (coutelas) .idle.animations[0].next4 = 4
Mon Sep 13 18:00:41 2004 (coutelas) .idle.animations[0].next5 = 0
Mon Sep 13 18:00:41 2004 (coutelas) .idle.animations[0].next5 weight = 10
Mon Sep 13 18:01:20 2004 (coutelas) .idle.animations[1].next4 = 0
Mon Sep 13 18:01:20 2004 (coutelas) .idle.animations[1].next4 weight = 2
Mon Sep 13 18:01:47 2004 (coutelas) .idle.animations[2].next4 weight = 2
Mon Sep 13 18:02:05 2004 (coutelas) .idle.animations[3].next4 = 0
Mon Sep 13 18:02:05 2004 (coutelas) .idle.animations[3].next4 weight = 2
Mon Sep 13 18:03:22 2004 (coutelas) .idle.animations[4].next4 weight = 10
Mon Sep 13 18:03:36 2004 (coutelas) .idle.animations[8].next4 = 8
Mon Sep 13 18:03:36 2004 (coutelas) .idle.animations[8].next4 weight = 10
Mon Sep 13 18:03:50 2004 (coutelas) .idle.animations[5].next3 weight = 2
Mon Sep 13 18:04:11 2004 (coutelas) .idle.animations[6].next3 weight = 2
Mon Sep 13 18:04:43 2004 (coutelas) .idle.animations[7].next3 weight = 2
Mon Sep 13 18:04:43 2004 (coutelas) .idle.animations[9].next4 weight = 10
Mon Sep 13 18:33:10 2004 (coutelas) .idle.animations[8].next5 = 9
Mon Sep 13 18:33:10 2004 (coutelas) .idle.animations[8].next5 weight = 2
Mon Sep 13 18:33:43 2004 (coutelas) .idle.animations[8].next2 weight = 2
Mon Sep 13 18:33:43 2004 (coutelas) .idle.animations[8].next3 weight = 2
Mon Sep 13 18:33:43 2004 (coutelas) .idle.animations[8].next5 weight = 3
Mon Sep 13 18:36:41 2004 (coutelas) .idle.animations[1].next4 weight = 3
Mon Sep 13 18:36:41 2004 (coutelas) .idle.animations[2].next4 weight = 3
Mon Sep 13 18:36:41 2004 (coutelas) .idle.animations[3].next4 weight = 3</LOG>
</FORM>