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Text File  |  1998-07-25  |  14KB  |  602 lines

  1. 30                        // Max simple physicing at once
  2. 10                        // Max boned physicing at once
  3. 30                        // Max rendering at once
  4. 30                        // Max stored dismembered characters
  5.  
  6. MAN.TXT
  7.  
  8. START OF BONES
  9.  
  10. // Bone index #0
  11.  
  12. Bip01 Spine
  13. 20                        // Mass in kg
  14. BOX                        // Collision detection type
  15. NONE
  16.  
  17. NEXT BONE
  18.  
  19. // Bone index #1
  20.  
  21. Bip01 Head
  22. 4                        // Mass in kg
  23. SPHERE                    // Collision detection type
  24. BALLNSOCKET                // Joint type
  25. 0                        // Index of parent (Spine)
  26.  
  27. 3                        // Number of limits
  28.  
  29.     PLANE                    // Limit type
  30.     0,1,0                    // Child vector
  31.     0,1,0                    // Parent vector
  32.     60                        // Maximum angle allowed between above two vectors
  33.     
  34.     UNIVERSAL                // Limit type
  35.     0,1,0                    // Child vector
  36.     0,1,0                    // Parent vector
  37.     60                        // Maximum angle allowed between above two vectors
  38.     
  39.     0                        // Angle to rotate cross-product
  40.     
  41. NEXT BONE
  42.  
  43. // Bone index #2
  44.  
  45. Bip01 L Leg
  46. 8                        // Mass in kg
  47. BOX                        // Collision detection type
  48.  
  49. BALLNSOCKET                // Joint type
  50. 0                        // Index of parent (Spine)
  51.  
  52. 3                        // Number of limits
  53.  
  54.     PLANE                    // Limit type
  55.     0,1,0                    // Child vector
  56.     0.4,0.707,-0.707        // Parent vector
  57.     90                        // Maximum angle allowed between above two vectors
  58.     
  59.     UNIVERSAL                // Limit type
  60.     0,1,0                    // Child vector
  61.     0,1,0                    // Parent vector
  62.     45                        // Maximum angle allowed between above two vectors
  63.     
  64.     0                        // Angle to rotate cross-product
  65.     
  66. NEXT BONE
  67.  
  68. // Bone index #3
  69.  
  70. Bip01 L Leg1
  71. 7                        // Mass in kg
  72. BOX                        // Collision detection type
  73.  
  74. HINGE                    // Joint type
  75. 2                        // Index of parent (L Leg)
  76.  
  77. 1                        // Number of limits
  78.  
  79.     PLANE                    // Limit type
  80.     0,1,0                    // Child vector
  81.     0,0.1,1                // Parent vector
  82.     90                        // Maximum angle allowed between above two vectors
  83.  
  84. 1,0,0                    // Hinge axis
  85.  
  86. NEXT BONE
  87.  
  88. // Bone index #4
  89.  
  90. Bip01 R Leg
  91. 8                        // Mass in kg
  92. BOX                        // Collision detection type
  93.  
  94. BALLNSOCKET                // Joint type
  95. 0                        // Index of parent (Spine)
  96.  
  97. 3                        // Number of limits
  98.  
  99.     PLANE                    // Limit type
  100.     0,1,0                    // Child vector
  101.     -0.4,0.707,-0.707        // Parent vector
  102.     90                        // Maximum angle allowed between above two vectors
  103.     
  104.     UNIVERSAL                // Limit type
  105.     0,1,0                    // Child vector
  106.     0,1,0                    // Parent vector
  107.     45                        // Maximum angle allowed between above two vectors
  108.     
  109.     0                        // Angle to rotate cross-product
  110.     
  111. NEXT BONE
  112.  
  113. // Bone index #5
  114.  
  115. Bip01 R Leg1
  116. 7                        // Mass in kg
  117. BOX                        // Collision detection type
  118.  
  119. HINGE                    // Joint type
  120. 4                        // Index of parent (L Leg)
  121.  
  122. 1                        // Number of limits
  123.  
  124.     PLANE                    // Limit type
  125.     0,1,0                    // Child vector
  126.     0,0.1,1                // Parent vector
  127.     90                        // Maximum angle allowed between above two vectors
  128.  
  129. 1,0,0                    // Hinge axis
  130.  
  131. NEXT BONE
  132.  
  133. // Bone index #6
  134.  
  135. Bip01 L Arm1
  136. 4                        // Mass in kg
  137. BOX                        // Collision detection type
  138.  
  139. BALLNSOCKET                // Joint type
  140. 0                        // Index of parent (Spine)
  141.  
  142. 3                        // Number of limits
  143.  
  144.     PLANE                    // Limit type
  145.     1,0,0                    // Child vector
  146.     1,0.1,1                // Parent vector
  147.     90                        // Maximum angle allowed between above two vectors
  148.     
  149.     UNIVERSAL                // Limit type
  150.     1,0,0                    // Child vector
  151.     1,0,0                    // Parent vector
  152.     90                        // Maximum angle allowed between above two vectors
  153.     
  154.     0                        // Angle to rotate cross-product
  155.     
  156. NEXT BONE
  157.  
  158. // Bone index #7
  159.  
  160. Bip01 L Arm2
  161. 4                        // Mass in kg
  162. BOX                    // Collision detection type
  163.  
  164. HINGE                    // Joint type
  165. 6                        // Index of parent (L Arm1)
  166.  
  167. 1                        // Number of limits
  168.  
  169.     PLANE                    // Limit type
  170.     -1,0,0                    // Child vector
  171.     0,0.1,-1                    // Parent vector
  172.     90                        // Maximum angle allowed between above two vectors
  173.  
  174.  
  175. 0,1,0                    // Hinge axis
  176.  
  177. NEXT BONE
  178.  
  179. // Bone index #8
  180.  
  181. Bip01 R Arm1
  182. 3                        // Mass in kg
  183. BOX                        // Collision detection type
  184.  
  185. BALLNSOCKET                // Joint type
  186. 0                        // Index of parent (Spine)
  187.  
  188. 3                        // Number of limits
  189.  
  190.     PLANE                    // Limit type
  191.     -1,0,0                    // Child vector
  192.     -1,0.1,1                // Parent vector
  193.     90                        // Maximum angle allowed between above two vectors
  194.     
  195.     UNIVERSAL                // Limit type
  196.     -1,0,0                    // Child vector
  197.     -1,0,0                    // Parent vector
  198.     90                        // Maximum angle allowed between above two vectors
  199.     
  200.     0                        // Angle to rotate cross-product
  201.     
  202. NEXT BONE
  203.  
  204. // Bone index #9
  205.  
  206. Bip01 R Arm2
  207. 3                        // Mass in kg
  208. BOX                        // Collision detection type
  209.  
  210. HINGE                    // Joint type
  211. 8                        // Index of parent (R Arm1)
  212.  
  213. 1                        // Number of limits
  214.  
  215.     PLANE                    // Limit type
  216.     1,0,0                    // Child vector
  217.     0,0.1,-1                    // Parent vector
  218.     90                        // Maximum angle allowed between above two vectors
  219.  
  220.  
  221. 0,1,0                    // Hinge axis
  222.  
  223. END OF BONES
  224.  
  225. START OF MOVES
  226.  
  227. 0                        // ID
  228. 30                        // Default frame rate
  229. None                    // Looping reset flags
  230. 0,0,1                    // Direction of movement
  231. stand_still.SKL            // Biped export file name
  232. 0                        // Flags
  233.  
  234. 1                        // ID
  235. 30                        // Default frame rate
  236. None                    // Looping reset flags
  237. 0,0,1                    // Direction of movement
  238. stand_still_look_around.SKL            // Biped export file name
  239. 0                        // Flags
  240.  
  241. 2                        // ID
  242. 30                        // Default frame rate
  243. None                    // Looping reset flags
  244. 0,0,1                    // Direction of movement
  245. stand_still_scared.SKL            // Biped export file name
  246. 0                        // Flags
  247.  
  248. 3                        // ID
  249. 30                        // Default frame rate
  250. None                    // Looping reset flags
  251. 0,0,1                    // Direction of movement
  252. jump_out_of_skin.SKL            // Biped export file name **********
  253. 0                        // Flags
  254.  
  255. 4                        // ID
  256. 30                        // Default frame rate
  257. None                    // Looping reset flags
  258. 0,0,1                    // Direction of movement
  259. stand_still_silly_scared.SKL            // Biped export file name **********
  260. 0                        // Flags
  261.  
  262. 5                        // ID
  263. 30                        // Default frame rate
  264. None                    // Looping reset flags
  265. 0,0,1                    // Direction of movement
  266. stand_still_mrl.SKL            // Biped export file name **********
  267. 0                        // Flags
  268.  
  269. 6                        // ID
  270. 30                        // Default frame rate
  271. None                    // Looping reset flags
  272. 0,0,1                    // Direction of movement
  273. stand_still_mll.SKL            // Biped export file name **********
  274. 0                        // Flags
  275.  
  276. 10                        // ID
  277. 30                        // Default frame rate
  278. None                    // Looping reset flags
  279. 0,0,1                    // Direction of movement
  280. stand_still_plead.SKL            // Biped export file name
  281. 0                        // Flags
  282.  
  283. 11                        // ID
  284. 30                        // Default frame rate
  285. None                    // Looping reset flags
  286. 0,0,1                    // Direction of movement
  287. on_knees_mercy.SKL            // Biped export file name
  288. 0                        // Flags
  289.  
  290. 12                        // ID
  291. 30                        // Default frame rate
  292. None                    // Looping reset flags
  293. 0,0,1                    // Direction of movement
  294. on_knees_mercy.SKL            // Biped export file name **********
  295. 0                        // Flags
  296.  
  297. 13                        // ID
  298. 30                        // Default frame rate
  299. None                    // Looping reset flags
  300. 0,0,1                    // Direction of movement
  301. out_of_breathe.SKL            // Biped export file name
  302. 0                        // Flags
  303.  
  304. 14                        // ID
  305. 30                        // Default frame rate
  306. None                    // Looping reset flags
  307. 0,0,1                    // Direction of movement
  308. on_knees_mercy.SKL            // Biped export file name **********
  309. 0                        // Flags
  310.  
  311. 20                        // ID
  312. 30                        // Default frame rate
  313. None                    // Looping reset flags
  314. 0,0,1                    // Direction of movement
  315. stand_still_look_around.SKL            // Biped export file name **********
  316. 0                        // Flags
  317.  
  318. 21                        // ID
  319. 30                        // Default frame rate
  320. None                    // Looping reset flags
  321. 0,0,1                    // Direction of movement
  322. stand_still_look_around.SKL            // Biped export file name **********
  323. 0                        // Flags
  324.  
  325. 22                        // ID
  326. 30                        // Default frame rate
  327. None                    // Looping reset flags
  328. 0,0,1                    // Direction of movement
  329. stand_still_look_around.SKL            // Biped export file name **********
  330. 0                        // Flags
  331.  
  332.  
  333. 30                        // ID
  334. 30                        // Default frame rate
  335. Y                        // Looping reset flags
  336. 0,0,0                    // Direction of movement
  337. walk_normal_female.SKL            // Biped export file name
  338. 0                        // Flags
  339.  
  340. 31                        // ID
  341. 30                        // Default frame rate
  342. Y                        // Looping reset flags
  343. 0,0,0                    // Direction of movement
  344. pissed_person.SKL            // Biped export file name **********
  345. 0                        // Flags
  346.  
  347.  
  348. 40                        // ID
  349. 30                        // Default frame rate
  350. Y                        // Looping reset flags
  351. 0,0,0                    // Direction of movement
  352. run_slow.SKL                // Biped export file name **********
  353. 0                        // Flags
  354.  
  355. 41                        // ID
  356. 30                        // Default frame rate
  357. Y                        // Looping reset flags
  358. 0,0,0                    // Direction of movement
  359. run_fast.SKL                // Biped export file name **********
  360. 0                        // Flags
  361.  
  362. 42                        // ID
  363. 30                        // Default frame rate
  364. Y                        // Looping reset flags
  365. 0,0,0                    // Direction of movement
  366. run_slow.SKL                // Biped export file name **********
  367. 0                        // Flags
  368.  
  369.  
  370. 50                        // ID
  371. 30                        // Default frame rate
  372. Y                        // Looping reset flags
  373. 0,0,0                    // Direction of movement
  374. missing_left_leg_hop.SKL                // Biped export file name **********
  375. 0                        // Flags
  376.  
  377. 51                        // ID
  378. 30                        // Default frame rate
  379. Y                        // Looping reset flags
  380. 0,0,0                    // Direction of movement
  381. missing_right_leg_hop.SKL                // Biped export file name **********
  382. 0                        // Flags
  383.  
  384. 52                        // ID
  385. 30                        // Default frame rate
  386. Y                        // Looping reset flags
  387. 0,0,0                    // Direction of movement
  388. run_slow.SKL                // Biped export file name **********
  389. 0                        // Flags
  390.  
  391.  
  392. 60                        // ID
  393. 30                        // Default frame rate
  394. None                    // Looping reset flags
  395. 0,0,1                    // Direction of movement
  396. stand_still_look_around.SKL            // Biped export file name **********
  397. 0                        // Flags
  398.  
  399. 61                        // ID
  400. 30                        // Default frame rate
  401. None                    // Looping reset flags
  402. 0,0,1                    // Direction of movement
  403. stand_still_look_around.SKL            // Biped export file name **********
  404. 0                        // Flags
  405.  
  406. 62                        // ID
  407. 30                        // Default frame rate
  408. None                    // Looping reset flags
  409. 0,0,1                    // Direction of movement
  410. stand_still_look_around.SKL            // Biped export file name **********
  411. 0                        // Flags
  412.  
  413. 63                        // ID
  414. 30                        // Default frame rate
  415. None                    // Looping reset flags
  416. 0,0,1                    // Direction of movement
  417. stand_still_look_around.SKL            // Biped export file name **********
  418. 0                        // Flags
  419.  
  420. 64                        // ID
  421. 30                        // Default frame rate
  422. None                    // Looping reset flags
  423. 0,0,1                    // Direction of movement
  424. stand_still_look_around.SKL            // Biped export file name **********
  425. 0                        // Flags
  426.  
  427.  
  428. 70                        // ID
  429. 30                        // Default frame rate
  430. None                    // Looping reset flags
  431. 0,0,1                    // Direction of movement
  432. FALL.SKL                // Biped export file name **********
  433. 0                        // Flags
  434.  
  435. 71                        // ID
  436. 30                        // Default frame rate
  437. None                    // Looping reset flags
  438. 0,0,1                    // Direction of movement
  439. FALL.SKL                // Biped export file name **********
  440. 0                        // Flags
  441.  
  442. 72                        // ID
  443. 30                        // Default frame rate
  444. None                    // Looping reset flags
  445. 0,0,1                    // Direction of movement
  446. FALL.SKL                // Biped export file name **********
  447. 0                        // Flags
  448.  
  449. 73                        // ID
  450. 30                        // Default frame rate
  451. None                    // Looping reset flags
  452. 0,0,1                    // Direction of movement
  453. FALL.SKL                // Biped export file name **********
  454. 0                        // Flags
  455.  
  456. 74                        // ID
  457. 30                        // Default frame rate
  458. None                    // Looping reset flags
  459. 0,0,1                    // Direction of movement
  460. FALL.SKL                // Biped export file name **********
  461. 0                        // Flags
  462.  
  463.  
  464. 80                        // ID
  465. 30                        // Default frame rate
  466. none                    // Looping reset flags
  467. 0,0,1                    // Direction of movement
  468. get_up_back.SKL            // Biped export file name
  469. 1                        // Flags
  470.  
  471. 81                        // ID
  472. 30                        // Default frame rate
  473. none                    // Looping reset flags
  474. 0,0,1                    // Direction of movement
  475. get_up_front.SKL        // Biped export file name
  476. 1                        // Flags
  477.  
  478. 82                        // ID
  479. 30                        // Default frame rate
  480. none                    // Looping reset flags
  481. 0,0,1                    // Direction of movement
  482. get_up_back_mll.SKL                // Biped export file name **********
  483. 1                        // Flags
  484.  
  485. 83                        // ID
  486. 30                        // Default frame rate
  487. none                    // Looping reset flags
  488. 0,0,1                    // Direction of movement
  489. get_up_back_mrl.SKL                // Biped export file name **********
  490. 1                        // Flags
  491.  
  492. 84                        // ID
  493. 30                        // Default frame rate
  494. none                    // Looping reset flags
  495. 0,0,1                    // Direction of movement
  496. get_up_front_mll.SKL                // Biped export file name **********
  497. 1                        // Flags
  498.  
  499. 85                        // ID
  500. 30                        // Default frame rate
  501. none                    // Looping reset flags
  502. 0,0,1                    // Direction of movement
  503. get_up_front_mrl.SKL                // Biped export file name **********
  504. 1                        // Flags
  505.  
  506.  
  507. 90                        // ID
  508. 30                        // Default frame rate
  509. XYZ                    // Looping reset flags
  510. 0,0,1                    // Direction of movement
  511. hit_by_car_slow.SKL                // Biped export file name
  512. 0                        // Flags
  513.  
  514. 91                        // ID
  515. 30                        // Default frame rate
  516. XYZ                    // Looping reset flags
  517. 0,0,1                    // Direction of movement
  518. hit_by_car_med.SKL                // Biped export file name
  519. 0                        // Flags
  520.  
  521. 92                        // ID
  522. 30                        // Default frame rate
  523. XYZ                    // Looping reset flags
  524. 0,0,1                    // Direction of movement
  525. hit_by_car_med.SKL                // Biped export file name
  526. 0                        // Flags
  527.  
  528. 93                        // ID
  529. 30                        // Default frame rate
  530. XYZ                    // Looping reset flags
  531. 0,0,1                    // Direction of movement
  532. FALL.SKL                // Biped export file name
  533. 0                        // Flags
  534.  
  535. 94                        // ID
  536. 30                        // Default frame rate
  537. XYZ                    // Looping reset flags
  538. 0,0,1                    // Direction of movement
  539. dead_body_flat.SKL                // Biped export file name
  540. 0                        // Flags
  541.  
  542. 95                        // ID
  543. 30                        // Default frame rate
  544. XYZ                    // Looping reset flags
  545. 0,0,1                    // Direction of movement
  546. FALL.SKL                // Biped export file name **********
  547. 0                        // Flags
  548.  
  549. 96                        // ID
  550. 30                        // Default frame rate
  551. XYZ                    // Looping reset flags
  552. 0,0,1                    // Direction of movement
  553. squashed_against_wall.SKL                // Biped export file name
  554. 1                        // Flags
  555.  
  556. 97                        // ID
  557. 30                        // Default frame rate
  558. XYZ                    // Looping reset flags
  559. 0,0,1                    // Direction of movement
  560. dead_body_fly_through_air.SKL                // Biped export file name
  561. 0                        // Flags
  562.  
  563.  
  564. 110                        // ID
  565. 30                        // Default frame rate
  566. Y                        // Looping reset flags
  567. 0,0,0                    // Direction of movement
  568. walk_normal_male.SKL    // Biped export file name **********
  569. 0                        // Flags
  570.  
  571. 111                        // ID
  572. 30                        // Default frame rate
  573. Y                        // Looping reset flags
  574. 0,0,0                    // Direction of movement
  575. silly_dance.SKL                // Biped export file name
  576. 0                        // Flags
  577.  
  578. 112                        // ID
  579. 30                        // Default frame rate
  580. Y                        // Looping reset flags
  581. 0,0,0                    // Direction of movement
  582. panicking_peds.SKL                // Biped export file name **********
  583. 0                        // Flags
  584.  
  585. 113                        // ID
  586. 30                        // Default frame rate
  587. Y                        // Looping reset flags
  588. 0,0,0                    // Direction of movement
  589. squashed_against_wall.SKL                // Biped export file name **********
  590. 0                        // Flags
  591.  
  592.  
  593. END OF MOVES
  594.  
  595. // Other stuff
  596.  
  597. HUMANOID
  598.  
  599. 1                        // Index of head bone
  600. -1                        // Direction axis when lying down (A)
  601. 1                        // Direction axis when lying down (B)
  602.