Outils du site

datasheet:rc:leveldesign:game_element:anim:anim_set:homin:fy_hom:fy_hom_default_1h_s.animation_set

fy_hom_default_1h_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_1h_s.animation_set”

<?xml version="1.0"?>
<FORM Revision="$Revision: 1.8 $" State="modified">
  <PARENT Filename="fy_hom_lod__.animation_set"/>
  <PARENT Filename="fy_hom_emots_a__.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_4.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_5.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="reverse" Value="false"/>
          <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 Name="bow">
      <ATOM Name="Display Objects" Value="false"/>
    </STRUCT>
    <STRUCT Name="wave">
      <ATOM Name="Display Objects" Value="false"/>
    </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 11:07:15 2003 (beaume) .stun_begin.animations[0].filename = FY_HOM_AB_stun_init.anim
Fri Jul 11 11:07:15 2003 (beaume) .stun_end.animations[0].filename = FY_HOM_AB_stun_end.anim
Fri Jul 11 11:07:15 2003 (beaume) .stun_loop.animations[0].filename = FY_HOM_AB_stun_loop.anim
Fri Jul 11 11:07:15 2003 (beaume) formName Resized = 1
Tue Oct 28 18:11:42 2003 (beaume) .curative_cast_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Oct 28 18:11:42 2003 (beaume) .curative_cast_end.animations[0].reverse = true
Tue Oct 28 18:11:42 2003 (beaume) .curative_cast_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Oct 28 18:11:42 2003 (beaume) .mixed_cast_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Oct 28 18:11:42 2003 (beaume) .mixed_cast_end.animations[0].reverse = true
Tue Oct 28 18:11:42 2003 (beaume) .mixed_cast_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Oct 28 18:11:42 2003 (beaume) .offensive_cast_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Oct 28 18:11:42 2003 (beaume) .offensive_cast_end.animations[0].reverse = true
Tue Oct 28 18:11:42 2003 (beaume) .offensive_cast_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Oct 28 18:11:42 2003 (beaume) Form Parents = 
Fri Nov 28 14:34:30 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_AB_idle.anim
Fri Nov 28 14:34:30 2003 (beaume) .use_end.animations[0].filename = FY_HOM_AB_idle.anim
Fri Nov 28 14:34:30 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_AB_idle.anim
Fri Nov 28 14:34:30 2003 (beaume) formName Resized = 1
Thu Dec 04 15:36:55 2003 (beaume) .use_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Thu Dec 04 15:36:55 2003 (beaume) .use_post_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Thu Dec 04 15:36:55 2003 (beaume) .use_post_end.animations[0].reverse = true
Thu Dec 04 15:36:55 2003 (beaume) formName Resized = 1
Thu Dec 04 15:37:33 2003 (beaume) .use_begin.animations[0].filename = FY_HOM_quartering_init.anim
Thu Dec 04 15:37:33 2003 (beaume) .use_end.animations[0].filename = FY_HOM_quartering_end.anim
Thu Dec 04 15:37:33 2003 (beaume) .use_loop.animations[0].filename = FY_HOM_quartering_loop.anim
Tue Jan 20 16:59:16 2004 (beaume) .loot_init.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Jan 20 16:59:16 2004 (beaume) .loot_post_end.animations[0].filename = FY_HOM_AB_maoff_preinit.anim
Tue Jan 20 16:59:16 2004 (beaume) .loot_post_end.animations[0].reverse = true
Tue Jan 20 16:59:16 2004 (beaume) formName Resized = 0
Mon May 10 15:07:19 2004 (beaume) .idle.animations[0].next1 = 1
Mon May 10 15:07:19 2004 (beaume) .idle.animations[0].next2 = 2
Mon May 10 15:07:19 2004 (beaume) .idle.animations[0].next3 = 3
Mon May 10 15:07:19 2004 (beaume) .idle.animations[1].next1 = 2
Mon May 10 15:07:19 2004 (beaume) .idle.animations[1].next2 = 3
Mon May 10 15:07:19 2004 (beaume) .idle.animations[1].next3 = 4
Mon May 10 15:07:19 2004 (beaume) .idle.animations[2].next1 = 1
Mon May 10 15:07:19 2004 (beaume) .idle.animations[2].next2 = 3
Mon May 10 15:07:19 2004 (beaume) .idle.animations[2].next3 = 4
Mon May 10 15:07:19 2004 (beaume) .idle.animations[3].next1 = 1
Mon May 10 15:07:19 2004 (beaume) .idle.animations[3].next2 = 2
Mon May 10 15:07:19 2004 (beaume) .idle.animations[4].filename = fy_hom_ab_idle_to_idle1.anim
Mon May 10 15:07:19 2004 (beaume) .idle.animations[4].next1 = 5
Mon May 10 15:07:19 2004 (beaume) .idle.animations[4].next2 = 6
Mon May 10 15:07:19 2004 (beaume) .idle.animations[4].next3 = 7
Mon May 10 15:07:19 2004 (beaume) .idle.animations[4].next4 = 8
Mon May 10 15:07:19 2004 (beaume) .idle.animations[5].filename = fy_hom_ab_idle1_1_epee.anim
Mon May 10 15:07:19 2004 (beaume) .idle.animations[5].next1 = 6
Mon May 10 15:07:19 2004 (beaume) .idle.animations[5].next2 = 7
Mon May 10 15:07:19 2004 (beaume) .idle.animations[5].next3 = 8
Mon May 10 15:07:19 2004 (beaume) .idle.animations[6].filename = fy_hom_ab_idle1_2.anim
Mon May 10 15:07:19 2004 (beaume) .idle.animations[6].next1 = 5
Mon May 10 15:07:19 2004 (beaume) .idle.animations[6].next2 = 7
Mon May 10 15:07:19 2004 (beaume) .idle.animations[6].next3 = 8
Mon May 10 15:07:19 2004 (beaume) .idle.animations[6].next4 = 9
Mon May 10 15:07:19 2004 (beaume) .idle.animations[7].filename = fy_hom_ab_idle1_3_epee.anim
Mon May 10 15:07:19 2004 (beaume) .idle.animations[7].next1 = 5
 
Mon May 10 15:07:19 2004 (beaume) .idle.animations[7].next2 = 6
Mon May 10 15:07:19 2004 (beaume) .idle.animations[7].next3 = 8
Mon May 10 15:07:19 2004 (beaume) .idle.animations[8].filename = fy_hom_ab_idle1_0.anim
Mon May 10 15:07:19 2004 (beaume) .idle.animations[8].next1 = 5
Mon May 10 15:07:19 2004 (beaume) .idle.animations[8].next2 = 6
Mon May 10 15:07:19 2004 (beaume) .idle.animations[8].next3 = 7
Mon May 10 15:07:19 2004 (beaume) .idle.animations[8].next4 = 9
Mon May 10 15:07:19 2004 (beaume) .idle.animations[8].reverse = false
Mon May 10 15:07:19 2004 (beaume) .idle.animations[9].filename = fy_hom_ab_idle_to_idle1.anim
Mon May 10 15:07:19 2004 (beaume) .idle.animations[9].reverse = true
Mon May 10 15:07:19 2004 (beaume) formName Resized = 10
Mon May 10 15:07:45 2004 (beaume) .idle.animations[9].next1 = 1
Mon May 10 15:07:45 2004 (beaume) .idle.animations[9].next2 = 2
Mon May 10 15:07:45 2004 (beaume) .idle.animations[9].next3 = 3
Mon May 10 15:07:45 2004 (beaume) .idle.animations[9].next4 = 0
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[0].next1 weight = 50
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[0].next2 weight = 15
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[0].next3 weight = 10
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[1].next1 weight = 10
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[1].next2 weight = 10
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[1].next3 weight = 30
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[2].next1 weight = 15
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[2].next2 weight = 10
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[2].next3 weight = 30
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[3].next1 weight = 10
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[3].next2 weight = 5
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[3].next3 = 4
Thu Jun 17 14:40:02 2004 (beaume) .idle.animations[3].next3 weight = 50
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[4].next1 weight = 20
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[4].next3 weight = 20
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[4].next4 weight = 35
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[5].filename = FY_HOM_AB_idle1_4.anim
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[5].next2 weight = 20
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[5].next3 weight = 30
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[6].next1 weight = 20
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[6].next2 weight = 40
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[6].next3 weight = 20
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[6].next4 weight = 30
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[7].filename = FY_HOM_AB_idle1_5.anim
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[8].next1 weight = 20
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[8].next3 weight = 15
Tue Jul 06 14:02:59 2004 (beaume) .idle.animations[8].next4 weight = 40
Fri Sep 24 17:34:57 2004 (beaume) Form Parents = 
Fri Nov 26 16:54:55 2010 (sywindt) .bow.Display Objects = false
Fri Nov 26 16:54:55 2010 (sywindt) .wave.Display Objects = false</LOG>
</FORM>
datasheet/rc/leveldesign/game_element/anim/anim_set/homin/fy_hom/fy_hom_default_1h_s.animation_set.txt · Dernière modification : 2021/12/03 19:18 de 127.0.0.1