//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Last Changes: //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Model ("Sheep") { MeshAndTree ("Sheep_Body.asc" DONT_USE_MESH) registerMesh ("Sheep_Body.ASC") registerMesh ("Hammel_Body.ASC") aniEnum { // | KEYWORD | ANI-NAME |LAYER| NEXT-ANI | BI | BO |F |ASC-FILE | DIR |FF |LF //---------------------------------------------------------------------------------------------------------------------------- ////////////////////////// // FIST MOVEMENT ////////////////////////// // Fist-RUN // ----------------------------------------------------------------------------------------------------------------------------- // Ambient ani ("s_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Sheep_Ambient_A01.asc" F 0 50) { *eventSFX (10 "SHP_Ambient" EMPTY_SLOT ) } // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sheep_Run_A01.asc" F 5 10) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Sheep_Run_A01.asc" F 10 26) { *eventSFX (11 "SHP_Ambient" EMPTY_SLOT ) } // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "Sheep_Run_A01.asc" F 26 35) aniAlias ("t_FistRunR_2_FistRun" 1 "s_FistRun" 0.1 0.1 M. "t_FistRunL_2_FistRun" F) // Fist-WALK // ----------------------------------------------------------------------------------------------------------------------------- // Ambient aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "s_FistRun" F) // --------------------------------------------------------------------------------------------------------------------------------- // Forward // ----------------------------------------------------------------------------------------------------------------------------- // Ambient -> Loop ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Sheep_Walk_A01.asc" F 1 10) // ----------------------------------------------------------------------------------------------------------------------------- // Loop ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Sheep_Walk_A01.asc" F 10 30) { *eventSFX (11 "SHP_Ambient" EMPTY_SLOT ) } // ----------------------------------------------------------------------------------------------------------------------------- // Loop -> Ambient ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "Sheep_Walk_A01.asc" F 30 40) aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2) // Backward aniBlend ("t_FistWalk_2_FistWalkBL" "s_FistWalkBL" 0.1 0.1) aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R) aniBlend ("t_FistWalkBL_2_FistWalk" "s_FistWalk" 0.1 0.1) aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.1 0.1) ///////////////////// // FIST TURNING ///////////////////// // ------------------------------------------------------------------------------------------------------------------------------------- // FIST-WALK ani ("t_FistWalkTurnL" 20 "" 0.3 0.3 M. "Sheep_TurnL_A01.asc" F 1 24) ani ("t_FistWalkTurnR" 20 "" 0.3 0.3 M. "Sheep_TurnR_A01.asc" F 1 24) // ------------------------------------------------------------------------------------------------------------------------------------- // FIST-RUN aniAlias ("t_FistRunTurnL" 20 "" 0.2 0.2 M. "t_FistWalkTurnL" F) aniAlias ("t_FistRunTurnR" 20 "" 0.2 0.2 M. "t_FistWalkTurnR" F) ///////////////////// // FIST TRANSITIONS ///////////////////// // Movement-Modes aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.2 0.2) aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.2 0.2) aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.2 0.2) aniBlend ("t_FistWalkL_2_FistRunL" "s_FistRunL" 0.2 0.2) // Fallpose (Armrudern evtl.) ani ("s_FallDn" 1 "s_FallDn" 0.0 0.1 MF "Sheep_Ambient_A01.asc" F 1 1) // Sauber landen ani ("t_FallDn_2_Stand" 1 "" 0.1 0.0 M. "Sheep_Ambient_A01.asc" F 1 1) ////////////////////////// // DIE ////////////////////////// ani ("t_Dead" 1 "s_Dead" 0.1 0.0 M. "Sheep_Dead_A01.asc" F 0 20) { *eventSFX (1 "SHP_Hurt" EMPTY_SLOT ) } ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Sheep_Dead_A01.asc" F 20 20) aniAlias ("t_DeadB" 1 "s_DeadB" 0.1 0.0 M. "t_Dead" F) aniAlias ("s_DeadB" 1 "s_DeadB" 0.0 0.0 M. "s_Dead" F) // *************************************************************************************** // MM DAYCYCLE // *************************************************************************************** ani ("t_eat" 2 "" 0.1 0.1 M. "Sheep_Eat_A01.asc" F 0 100) { *eventSFX (60 "SHP_Eat" EMPTY_SLOT ) } aniAlias ("r_Roam1" 2 "" 0.1 0.1 M. "t_eat" F) ani ("r_Roam2" 2 "" 0.1 0.1 M. "Sheep_Scharren_A01.asc" F 0 50) aniAlias ("r_Roam3" 2 "" 0.1 0.1 M. "t_eat" F) // *************************************************************************************** } aniBlend ("t_FistRunL_2_FistWalkL" "s_FistWalkL" 0.1 0.1)