class SIX_M249_eotech
{
skeletonName="Six_m249_Eotech";
class Animations
{
class reload_magazine
{
type="rotationZ"; // The type of animation.
source="reloadMagazine"; // The controller that provides input.
selection="magazine"; // The name of the skeleton bone used.
axis="magazine_axis"; // The name of the axis in the model.
minPhase=1.2; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0.
maxPhase=1.8; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1.
minValue="0"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="1"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
angle0="0"; // The starting angle of this animation, where the animation phase is 0.
angle1="rad -90"; // The ending angle of this animation, where the animation phase is 1.
};
class rise_cover
{
type="rotationZ"; // The type of animation.
source="reloadMagazine"; // The controller that provides input.
selection="cover"; // The name of the skeleton bone used.
axis="cover_axis"; // The name of the axis in the model.
minPhase=0; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0.
maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1.
minValue="0"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue=".2"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
angle0="0"; // The starting angle of this animation, where the animation phase is 0.
angle1="rad -90"; // The ending angle of this animation, where the animation phase is 1.
};
class trigger
{
type="rotationZ"; //The type of animation.
source="reload"; //The controller that provides input.
selection="trigger"; //The name of the skeleton bone used.
axis="t_axis"; //The name of the axis in the model.
minValue="0"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue=".01"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
angle0="0"; // The starting angle of this animation, where the animation phase is 0.
angle1="rad -15"; // The ending angle of this animation, where the animation phase is 1.
};
class cockinghandle
{
type="translationX"; //The type of animation.
source="reloadMagazine"; //The controller that provides input.
selection="cockinghandle"; //The name of the skeleton bone used.
axis="trigger_axis"; //The name of the axis in the model.
minPhase=.9; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0.
maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1.
minValue="0"; //The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue=".1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt:reload_magazine
{
type="rotationX";
source="reload";
selection="belt14";
axis="belt_axis";
minValue=0; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue=1; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
minPhase=0; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0.
maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1.
angle0="0";
angle1="rad 4";
};
class belt_hide1
{
memory=1;
type="rotationZ";
axis="hide_axis";
source="revolving";
selection="belt1";
minValue="0.07501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.07502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
angle0="rad 180"; // The starting angle of this animation, where the animation phase is 0.
angle1="0"; // The ending angle of this animation, where the animation phase is 1.
};
class belt_hide2:belt_hide1
{
selection="belt2";
minValue="0.07001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.07002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide3:belt_hide1
{
selection="belt3";
minValue="0.06501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.06502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide4:belt_hide1
{
selection="belt4";
minValue="0.06001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.06002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide5:belt_hide1
{
selection="belt5";
minValue="0.05501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.05502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide6:belt_hide1
{
selection="belt6";
minValue="0.05001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.05002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide7:belt_hide1
{
selection="belt7";
minValue="0.04501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.04502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide8:belt_hide1
{
selection="belt8";
minValue="0.04001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.04002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide9:belt_hide1
{
selection="belt9";
minValue="0.03501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.03502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide10:belt_hide1
{
selection="belt10";
minValue="0.03001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.03002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide11:belt_hide1
{
selection="belt11";
minValue="0.02501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.02502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide12:belt_hide1
{
selection="belt12";
minValue="0.02001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.02002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class belt_hide13:belt_hide1
{
selection="belt13";
minValue="0.01501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0.
maxValue="0.01502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1.
};
class bullets_hide
{
type="hide"; // The type of animation.
source="isEmpty"; // The controller that provides input.
selection="belt14"; // The name of the skeleton bone used.
hidevalue=0.2;
};
};
sections[]={"zasleh"};
sectionsInherit="";
};