mahlendur/_work/Data/Anims/Sheep.mds
Daniel Heße 892a40ff0f Initial commit with Subversion-codebase from 13/05/2022.
Cleaned up the mess, at this time, only viable data get synced (_work directory for Gothic-data, miranda for mdc-scripts.
Need to symlink files to a working directory.
2022-05-13 17:38:52 +02:00

130 lines
5.8 KiB
Text

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// 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)