Babe.mds i mds_overlay 3382 11

O temacie

Autor hastor

Zaczęty 8.10.2017 roku

Wyświetleń 3382

Odpowiedzi 11

hastor

hastor

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Witam!

     Postanowiłem, że poduczę się animacji w Gothiku. Na początek zabrałem się na "dokończenie" animacji Thory. Jej animacje były ograniczone w stosunku do Humans.mds, ponieważ brakowało jej animacji walki 1h i 2h na poziomie wojownik oraz mistrz, gry na lutni (w wątku dotyczące Gothic Sequel wrzuciłem screen, w którym dodałem Thorze animacje lutni), palenie fajki wodnej itd. Dodatkowo parę gotowych animacji w Sequelu były zbugowane (np. w walce 1h broń była obrócona o 90 stopni, podczas pływania postać lewitowała nad wodą lub zacinanie się postaci przy poruszaniu się z łukiem).

     O ile dokonałem fix'ów do gotowych animacji i dodałem brakujące animację to problem mam z nakładkami (MDS_OVERLAY). Gdy postać trzyma pochodnię albo próbuje płynąć żabką to model wygląda właśnie tak:
Spoiler




     Wiem tyle, że przyczyną takiego błędu jest nakładka. Zrobiłem nakładki dla pływania i pochodni, jednak gra nie chce tego wykryć (pliki .asc, które były w tych nakładkach wrzuciłem do anims, aby gra mogła je skompilować). Jednak nadal ten błąd występuje. Jedyną rzeczą, którą znalazłem to wpisywanie w konsoli apply overlaymds "<nazwa nakładki>", ale nie jest to rozwiązanie mojego problemu, ponieważ nikt nie będzie konsoli uruchamiał i odpalał w taki sposób animacji. Prosiłbym o pomoc.

 

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Hauptsturmfuhrer
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Wywal skompilowana wersję.

hastor

hastor

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Wywal skompilowana wersję.

Jaką skompilowaną wersję? Zauważyłem, że przy pływaniu Thora używa szkieletu z humans. Dlatego np. jak założę jakąkolwiek zbroję z G1 to model postaci przekształca się w to coś, jak na zdjęciach.
 

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Hauptsturmfuhrer
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_Work\data\Anims\_compiled

Toworish

Toworish

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ewentualnie może wyexportuj jeszcze raz swoje asc jeśli po usunięciu skompilowanych animacji problem wystąpi.
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

hastor

hastor

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Nadal występuje błąd.

Wie ktoś może czy Gothic jakoś ma zapisane w modelu, jakie nakładki ma wczytywać? W mds takiej informacji nie znalazłem.
 

Toworish

Toworish

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Nakładke?
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

hastor

hastor

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W Anims się to nazywa MDS_OVERLAY.
 

Toworish

Toworish

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Propsy254
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Podeślij tutaj to co zrobiłeś, bo np ja osobiście nie rozumiem co się odpierdala xd
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

hastor

hastor

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Podeślij tutaj to co zrobiłeś, bo np ja osobiście nie rozumiem co się odpierdala xd

Babe.mds
Spoiler
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Last Changes:
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Model ("Bab")
{
meshAndTree ("Bab_Body_Naked2.asc" DONT_USE_MESH)

registerMesh ("Bab_Body_Naked2.ASC")
registerMesh ("Bab_Body_Naked1.ASC")
registerMesh ("Bab_Body_Naked0.ASC")
registerMesh ("Bab_Armor.ASC")

aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Bewegungs-Modi
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// ---------------------------------------------------------------------------------------------------------------
// RUN-Mode
ani ("s_Run" 1 "s_Run" 0.1 0.1 MI "Bab_RunAmbient_M01.asc" F 1 50)
ani ("t_Run_2_RunL" 1 "s_RunL" 0.0 0.0 M. "Bab_RunLoop_M01.asc" F 0 6)
ani ("s_RunL" 1 "s_RunL" 0.0 0.1 M. "Bab_RunLoop_M01.asc" F 6 29)
{
*eventSFXGrnd (7 "Run")
*eventSFXGrnd (19 "Run")
}

ani ("t_RunL_2_Run" 1 "s_Run" 0.0 0.0 M. "Bab_RunLoop_M01.asc" F 29 38)
{
*eventSFXGrnd (33 "Run" )
}

aniBlend ("t_RunR_2_Run" "s_Run" 0.2 0.2)

ani ("t_JumpB" 1 "s_Run" 0.0 0.2 M. "Bab_JumpB_M01.asc" F 1 14)
{
*eventSFXGrnd  (6 "Run")
*eventSFXGrnd  (9 "Run")
}

// ---------------------------------------------------------------------------------------------------------------
// WALK-Mode
aniAlias ("s_Walk" 1 "s_Walk" 0.1 0.1 M "s_Run" F)
ani ("t_Walk_2_WalkL" 1 "s_WalkL" 0.0 0.0 M. "Bab_WalkLoop_A02.asc" F 0 10)
{
*eventSFXGrnd  (8 "Run")
}

ani ("s_WalkL" 1 "s_WalkL" 0.0 0.1 M. "Bab_WalkLoop_A02.asc" F 10 41)
{
*eventSFXGrnd (15 "Run")
*eventSFXGrnd (30 "Run")
}

ani ("t_WalkL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Bab_WalkLoop_A02.asc" F 41 50)
{
*eventSFXGrnd  (48 "Run")
}
aniBlend ("t_WalkR_2_Walk" "s_Walk" 0.2 0.2)
// ani ("t_WalkR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Bab_WalkLoopEnd_A01.asc" F 33 39)




// aniAlias ("t_Walk_2_WalkBL" 1 "s_WalkBL" 0.1 0.1 M. "t_walkL_2_Walk" R)
aniBlend ("t_Walk_2_WalkBL" "s_WalkBL" 0.3 0.3)

aniAlias ("s_WalkBL" 1 "s_WalkBL" 0.0 0.0 M. "s_WalkL" R)

// ani ("t_WalkBL_2_Walk" 1 "s_Walk" 0.1 0.1 M. "Bab_WalkBLoopEnd_A01.ASC" R 15 22)
// aniAlias ("t_WalkBR_2_Walk" 1 "s_Walk" 0.1 0.1 M. "t_WalkL_2_Walk" R)

aniBlend ("t_WalkBL_2_Walk" "s_Walk" 0.3 0.3)
aniAlias ("t_WalkBR_2_Walk" 1 "s_Walk" 0.0 0.0 M. "t_Walk_2_WalkL" R)


// ---------------------------------------------------------------------------------------------------------------
// SNEAK-Mode
ani ("s_Sneak" 1 "s_Sneak" 0.1 0.0 MI "Bab_Sneak_M01.asc" F 10 60 FPS:10)
ani ("t_Sneak_2_SneakL" 1 "s_SneakL" 0.0 0.1 M. "Bab_SneakStartStop_M01.asc" F 0 10)
ani ("s_SneakL" 1 "s_SneakL" 0.0 0.1 M. "Bab_SneakLoop_M01.asc" F 0 40)

ani ("t_SneakL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Bab_SneakStartStop_M01.asc" F 10 20)
ani ("t_SneakR_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "Bab_SneakStartStop_M01.asc" F 21 30)

aniAlias ("t_Sneak_2_SneakBL" 1 "s_SneakBL" 0.1 0.1 M. "t_SneakL_2_Sneak" R)
aniAlias ("s_SneakBL" 1 "s_SneakBL" 0.0 0.0 M. "s_SneakL" R)

aniAlias ("t_SneakBL_2_Sneak" 1 "s_Sneak" 0.0 0.0 M. "t_Sneak_2_SneakL" R)
aniBlend ("t_SneakBR_2_Sneak" "s_Sneak" 0.2 0.2)


// ---------------------------------------------------------------------------------------------------------------
// TURNING

ani ("t_RunTurnL" 20 "t_RunTurnL" 0.2 0.2 M. "Bab_RunTurnL_M03.asc" F 0 20)
{
*eventSFXGrnd (10 "Turn")
*eventSFXGrnd (20 "Turn")
}


ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Bab_TurnR_A03.asc" F 1 20)
// ani ("t_RunTurnR" 20 "t_RunTurnR" 0.2 0.2 M. "Bab_TurnR_A01.asc" R 0 24)
{
*eventSFXGrnd (10 "Turn")
*eventSFXGrnd (20 "Turn")
// *eventSFXGrnd (18 "Turn")
}

aniAlias ("t_WalkTurnL" 20 "t_WalkTurnL" 0.2 0.2 M. "t_RunTurnL" F)
aniAlias ("t_WalkTurnR" 20 "t_WalkTurnR" 0.2 0.2 M. "t_RunTurnR" F)

ani ("t_SneakTurnL" 20 "t_SneakTurnL" 0.2 0.2 M. "Bab_SneakTurnL_M02.asc" F 1 25)
ani ("t_SneakTurnR" 20 "t_SneakTurnR" 0.2 0.2 M. "Bab_SneakTurnR_M02.asc" F 1 25)


// ---------------------------------------------------------------------------------------------------------------
// STRAFING

ani ("t_RunStrafeL" 1 "s_Run" 0.1 0.1 M. "Bab_RunStrafeLR_M01.asc" F 0 25)
{
*eventSFXGrnd (4 "Run")
*eventSFXGrnd (15 "Run")
*eventSFXGrnd (20 "Run")
}
ani ("t_RunStrafeR" 1 "s_Run" 0.1 0.1 M. "Bab_RunStrafeLR_M01.asc" F 25 50)
{
*eventSFXGrnd (28 "Run")
*eventSFXGrnd (39 "Run")
*eventSFXGrnd (43 "Run")
}

ani ("t_WalkStrafeL" 1 "s_Walk" 0.1 0.1 M. "Bab_WalkStrafeL_M02.asc" F 1 18)
{
*eventSFXGrnd   (4 "Sneak")
*eventSFXGrnd   (11 "Sneak")
*eventSFXGrnd   (16 "Sneak")
}

ani ("t_WalkStrafeR" 1 "s_Walk" 0.1 0.1 M. "Bab_WalkStrafeR_M02.asc" F 1 18)
{
*eventSFXGrnd   (4 "Sneak")
*eventSFXGrnd   (11 "Sneak")
*eventSFXGrnd   (16 "Sneak")
}

ani ("t_SneakStrafeL" 1 "s_Sneak" 0.1 0.1 M. "Bab_SneakStrafeLR_M01.ASC" F 1 25)
aniAlias ("t_SneakStrafeR" 1 "s_Sneak" 0.1 0.1 M. "t_SneakStrafeL" R)


// ---------------------------------------------------------------------------------------------------------------
// TRANSITIONS

aniBlend ("t_Run_2_Walk" "s_Walk" 0.2 0.2)
aniBlend ("t_Walk_2_Run" "s_Run" 0.2 0.2)

ani ("t_Run_2_Sneak" 1 "s_Sneak" 0.1 0.0 M. "Bab_Sneak_M01.asc" F 0 10)
aniAlias ("t_Sneak_2_Run" 1 "s_Run" 0.0 0.1 M. "t_Run_2_Sneak" R)

aniBlend ("t_Walk_2_Sneak" "s_Sneak" 0.2 0.2)
aniBlend ("t_Sneak_2_Walk" "s_Walk" 0.2 0.2)

aniBlend ("t_RunL_2_WalkL" "s_WalkL" 0.2 0.2)
aniBlend ("t_WalkL_2_RunL" "s_RunL" 0.2 0.2)

aniBlend ("t_SneakL_2_RunL" "s_RunL" 0.2 0.2)
aniBlend ("t_RunL_2_SneakL" "s_SneakL" 0.2 0.2)

aniBlend ("t_WalkL_2_SneakL" "s_SneakL" 0.2 0.2)
aniBlend ("t_SneakL_2_WalkL" "s_WalkL" 0.2 0.2)




// ---------------------------------------------------------------------------------------------------------------
// JUMP

ani ("t_Stand_2_Jump" 1 "s_Jump" 0.2 0.0 MF "Bab_Jump_M01.asc" F 6 29)

ani ("s_Jump" 1 "s_Jump" 0.0 0.0 MF "Bab_Jump_M01.asc" F 30 30)
ani ("t_Jump_2_Stand" 1 "" 0.0 0.5 M. "Bab_Jump_M01.asc" F 31 36)
{
*eventSFXGrnd (31 "Run")
*eventSFXGrnd (34 "Run")
}

// aus dem Rennen direkt Springen
ani ("t_RunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Bab_RunLJump_M01.asc" F 1 19)
ani ("t_RunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "Bab_RunLJump_M01.asc" F 22 40)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt
aniBlend ("t_Jump_2_RunL" "s_RunL" 0.2 0.2)



// ---------------------------------------------------------------------------------------------------------------
// JUMP UP, CLIMB

// JumpUpLow       (Ohne Benutzung der Hände, rechter Fuß setzt zuerst auf. Höhe: 50-100cm)
//  ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
ani ("t_Stand_2_JumpUpLow" 1   "s_JumpUpLow" 0.0 0.0 M.  "Bab_JumpUpLow_A11.asc" F   1 4)
  ani ("s_JumpUpLow"              1   "t_JumpUpLow_2_Stand" 0.0 0.0 MF "Bab_JumpUpLow_A11.asc" F   5 10)
{
// *eventPFX (10 "ZMODELLANDDUST" "BIP01 L Foot")
*eventSFXGrnd (10 "Run")
}

            ani     ("t_JumpUpLow_2_Stand"  1   "" 0.0 0.1 MF "Bab_JumpUpLow_A11.asc" F   11 19)
{
*eventSFXGrnd (16 "Run")
}

// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F)
aniAlias ("t_RunR_2_JumpUpLow" 1 "t_JumpUpLow_2_Stand" 0.2 0.1 MF "s_JumpUpLow" F)

// JumpUpMid       (Auf den Händen abgestützt in einem Satz nach oben. Höhe: 100-200cm)
//  ani1: Schwung holen, ani2: Flugphase, ani3: Kontakt mit Kante
            ani ("t_Stand_2_JumpUpMid" 1   "s_JumpUpMid" 0.1 0.0 M. "Bab_JumpUpMid_A11.asc" F   1 9)
ani ("s_JumpUpMid"              1   "t_JumpUpMid_2_Stand" 0.0 0.0 MF "Bab_JumpUpMid_A11.asc" F   10 13)
{
*eventSFXGrnd (13 "Run")
}

            ani ("t_JumpUpMid_2_Stand"  1   "" 0.0 0.1 MF "Bab_JumpUpMid_A11.asc" F   14 34)
{
*eventSFXGrnd (21 "Run")
*eventSFXGrnd (26 "Run")
}

// aus dem Rennen direkt Springen
aniAlias ("t_RunL_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F)
aniAlias ("t_RunR_2_JumpUpMid" 1 "t_JumpUpMid_2_Stand" 0.2 0.1 MF "s_JumpUpMid" F)


// Während Sprung nach vorn Festhalten an Kante
ani ("t_Jump_2_Hang" 1 "s_Hang" 0.1 0.0 MF "Bab_HangClimb_M01.asc" F 0 17)

// Während Runterfallen Festhalten an Kante
aniAlias ("t_FallDn_2_Hang" 1 "s_Hang" 0.3 0.0 MF "t_Jump_2_Hang" F)

// JumpUp, Hang (An Kante springen, und dann hochziehen. Höhe: 200-350cm)
// aus dem Rennen direkt Springen
// aniAlias ("t_RunL_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F)
// aniAlias ("t_RunR_2_JumpUp" 1 "s_JumpUp" 0.2 0.1 MF "t_Stand_2_JumpUp" F)

ani ("t_Stand_2_JumpUp" 1 "s_JumpUp" 0.0 0.0 M. "Bab_JumpUp212,5_M03.asc" F 1 10)

ani ("s_JumpUp" 1 "s_JumpUp" 0.0 0.0 MF "Bab_JumpUp212,5_M03.asc" F 10 10)

aniBlend ("t_JumpUp_2_Hang" "s_Hang" 0.0 0.1)
ani ("s_Hang" 1 "s_Hang" 0.1 0.0 MF "Bab_HangClimb_M01.asc" F 18 18)

// Climb up
ani ("t_Hang_2_Stand" 1 "" 0.0 0.3 MF "Bab_HangClimb_M01.asc" F 19 44)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (44 "Run")
}

// Climb Down
aniAlias ("t_Stand_2_Hang" 1 "s_Hang" 0.0 0.0 MF "t_Hang_2_Stand" R)



// ---------------------------------------------------------------------------------------------------------------
// FALL

// FallDn
aniBlend ("t_Hang_2_FallDn" "s_FallDn" 0.0 0.2)
aniBlend ("t_JumpUp_2_FallDn" "s_FallDn" 0.0 0.2)
aniBlend ("t_Jump_2_FallDn" "s_FallDn" 0.0 0.2)

ani ("s_FallDn" 1 "s_FallDn" 0.0 0.0 MF "Bab_JumpUp_FallDn_M01.asc" F 23 23)

// Landen und stehenbleiben
ani ("t_FallDn_2_Stand" 1 "" 0.0 0.2 M. "Bab_JumpUp_FallDn_M01.asc" F 24 34)
{
*eventSFX (26 "M_FALL_SMALL" EMPTY_SLOT )
}

// Landen und direkt weiterrennen
aniBlend ("t_FallDn_2_RunL" "s_RunL" 0.2 0.2)

// wenn Falltiefe zu tief um unbeschadet auf den Füßen zu landen
aniBlend ("t_FallDn_2_Fall" "s_Fall" 0.5 0.5)
aniBlend ("t_FallDn_2_FallB" "s_FallB" 0.5 0.5)

// Bei s-Fall und s_FallB "fliegt" die Figur durch die Luft.
// Bei s_Fallen + s_FallenB liegt der Spieler flach.
ani ("s_Fall" 1 "s_Fall" 0.2 0.1 MF "Bab_FallAmb_M01.asc" F 0 29 FPS:10)
ani ("t_Fall_2_Fallen" 1 "s_Fallen" 0.0 0.0 MF "Bab_Fall_M01.asc" F 11 21)
{
// *eventSFX (11 "Fallen")
*eventSFX (12 "M_FALL_SMALL" EMPTY_SLOT )
*eventPFX (12 "ZMODELLANDDUST" "Bip01" )
*eventMMStartAni (14 "T_HURT")
*eventMMStartAni (20 "S_NEUTRAL")
}

ani ("s_Fallen" 1 "s_Fallen" 0.0 0.0 M. "Bab_Amb_Fallen_M01.asc" F 0 100 FPS:5)
ani ("t_Fallen_2_Stand" 1 "" 0.0 0.2 M. "Bab_Fall_M01.asc" F 23 46)
{
*eventSFXGrnd (33 "Run")
*eventSFXGrnd (38 "Run")
}

ani ("s_FallB" 1 "s_FallB" 0.1 0.0 MF "Bab_Amb_FallB_M01.asc" F 0 30 FPS:10)
ani ("t_FallB_2_FallenB" 1 "s_FallenB" 0.0 0.0 MF "Bab_FallB_M01.asc" F 6 21)
{
// *eventSFX (8 "Fallen")
*eventMMStartAni (10 "T_HURT")
*eventMMStartAni (20 "S_NEUTRAL")
}

ani ("s_FallenB" 1 "s_FallenB" 0.0 0.0 M. "Bab_Amb_FallenB_M01.asc" F 0 100 FPS:5)
ani ("t_FallenB_2_Stand" 1 "" 0.0 0.2 M. "Bab_FallB_M01.asc" F 23 46)
{
*eventSFXGrnd (30 "Run")
*eventSFXGrnd (37 "Run")
}


// ---------------------------------------------------------------------------------------------------------------
// SLIDE

ani ("s_Slide" 1 "s_Slide" 0.1 0.1 M. "Bab_Slide_M01.asc" F 0 16)
ani ("s_SlideB" 1 "s_SlideB" 0.1 0.1 M. "Bab_SlideB_M01.asc" F 0 16)


// ---------------------------------------------------------------------------------------------------------------
// WALK WATER

ani ("t_Walk_2_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Bab_WaterWalk_M01.asc" F 1 13)
ani ("s_WalkWL" 1 "s_WalkWL" 0.0 0.0 M. "Bab_WaterWalk_M01.asc" F 14 49 FPS:10)
{
*eventSFX (15 "Walk_Water")
}

ani ("t_WalkWL_2_Walk" 1 "s_Walk" 0.0 0.0 M. "Bab_WaterWalk_M01.asc" F 50 60)
aniBlend ("t_WalkWR_2_Walk" "s_Walk" 0.2 0.2)

aniBlend ("t_Walk_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniAlias ("s_WalkWBL" 1 "s_WalkWBL" 0.0 0.0 M. "s_WalkWL" R)
aniBlend ("t_WalkWBL_2_Walk" "s_Walk" 0.2 0.2)


// Turn / Strafe können doch nicht von "s_Walk" benutzt werden (Weil sie dann auch die selben SFX benutzen) :(
ani ("t_WalkWTurnL" 20 "t_WalkWTurnL" 0.2 0.2 M. "Bab_Turn_M01.asc" F 6 21)
{
*eventSFX (10 "Swim")
}
ani ("t_WalkWTurnR" 20 "t_WalkWTurnR" 0.2 0.2 M. "Bab_TurnR_M01.asc" R 6 21)
{
*eventSFX (10 "Swim")
}

ani ("t_WalkWStrafeL" 1 "" 0.1 0.1 M. "Bab_WalkStrafeL_M01.asc" F 1 17)
aniAlias ("t_WalkWStrafeR" 1 "" 0.1 0.1 M. "t_WalkWStrafeL" R)


// Transitions won Walkloops zu Walkloop im Wasser
aniBlend ("t_SneakBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_SneakBL" "s_SneakBL" 0.2 0.2)

aniBlend ("t_WalkBL_2_WalkWBL" "s_WalkWBL" 0.2 0.2)
aniBlend ("t_WalkWBL_2_WalkBL" "s_WalkBL" 0.2 0.2)

aniBlend ("t_SneakL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_SneakL" "s_SneakL" 0.2 0.2)

aniBlend ("t_WalkL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_WalkL" "s_WalkL" 0.2 0.2)

aniBlend ("t_RunL_2_WalkWL" "s_WalkWL" 0.2 0.2)
aniBlend ("t_WalkWL_2_RunL" "s_RunL" 0.2 0.2)

aniBlend ("t_WalkWBL_2_SwimB" "s_SwimB" 0.2 0.2)
aniBlend ("t_SwimB_2_WalkWBL" "s_WalkWBL" 0.2 0.2)

aniBlend ("t_WalkWL_2_SwimF" "s_SwimF" 0.2 0.2)
aniBlend ("t_SwimF_2_WalkWL" "s_WalkWL" 0.3 0.4)



// ---------------------------------------------------------------------------------------------------------------
// Kraulen
ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Bab_Swim_A01.asc" F 0 48 FPS:5)
{
*eventSFX (10  "SwimWaves")
}

aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3)

ani ("s_SwimF" 1 "s_SwimF" 0.0 0.1 M. "Bab_SwimA_M01.asc" F 20 49)
{
*eventSFX (22 "Swim")
*eventSFX (37 "Swim")
}

aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.4 0.5)

// Rückwärts schwimmen
aniBlend ("t_Swim_2_SwimB" "s_SwimB" 0.3 0.3)

ani ("s_SwimB" 1 "s_swimB" 0.0 0.0 M. "Bab_Swim_M02.asc" F 130 157)
{
*eventSFX (140 "SwimBack")
}
aniBlend ("t_SwimB_2_Swim" "s_Swim" 0.3 0.3)

// Turning
ani ("t_SwimTurnL" 20 "t_SwimTurnL" 0.1 0.1 M. "Bab_SwimTurn_M02.asc" F 1 24)
{
*eventSFX   (8 "SwimBack")
}
ani ("t_SwimTurnR" 20 "t_SwimTurnR" 0.1 0.1 M. "Bab_SwimTurn_M02.asc" F 26 49)
{
*eventSFX   (34 "SwimBack")
}


ani ("t_Swim_2_Hang" 1 "s_Hang" 0.3 0.0 M. "Bab_Swim_2_Hang_A02.asc" F 1 17)
{
*eventSFX (0  "Swim2Hang")
}

// ---------------------------------------------------------------------------------------------------------------
// DIVE

aniBlend ("t_FallDn_2_Dive" "s_Dive" 0.5 0.5)
aniBlend ("t_Fall_2_Dive" "s_Dive" 0.5 0.5)
aniBlend ("t_FallB_2_Dive" "s_Dive" 0.5 0.5)
ani ("t_Swim_2_Dive" 1 "s_Dive" 0.2 0.1 MF "Bab_Swim_2_Dive_A01.asc" F 0 25)
{
*eventSFX (0 "Swim2Dive")
}
aniAlias ("t_SwimF_2_Dive" 1 "s_Dive" 0.2 0.1 MF "t_Swim_2_Dive" F)

ani ("s_Dive" 1 "s_Dive" 0.1 0.1 MF "Bab_DiveAmb_M01.asc" F 0 64 FPS:5)
{
*eventSFX (0  "DiveWaves")
*eventPFX (35 1 "BUBBLES" "BIP01 HEAD" ATTACH)
*eventPFXStop (45 1)
}

aniBlend ("t_Dive_2_DiveF" "s_DiveF" 0.2 0.2)
ani ("s_DiveF" 1 "s_DiveF" 0.1 0.1 MF "Bab_DiveF_A01.asc" F 0 37)
{
*eventSFX (5 "BREATHBUBBLES")
*eventPFX (7 1 "BUBBLES" "BIP01 HEAD" ATTACH)
*eventPFXStop (20 1)

}
aniBlend ("t_DiveF_2_Dive" "s_Dive" 0.2 0.2)

ani ("t_Dive_2_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Bab_Drown_A01.asc" F 0 24)
{
*eventSFX (0 "Drown")
}

ani ("s_Drowned" 1 "s_Drowned" 0.2 0.0 MF "Bab_Drown_A01.asc" F 25 25)

// Turning
ani ("t_DiveTurnL" 20 "t_DiveTurnL" 0.2 0.2 MF "Bab_DiveTurn_M02.asc" F 1 24)
{
*eventSFX (10  "DiveWaves")
}

ani ("t_DiveTurnR" 20 "t_DiveTurnR" 0.2 0.2 MF "Bab_DiveTurn_M02.asc" F 26 49)
{
*eventSFX (36  "DiveWaves")
}


// ---------------------------------------------------------------------------------------------------------------
// STUMBLE (für Treffer im Kampf)

ani ("t_Stumble" 1 "" 0.1 0.1 M. "Bab_Stumble_M01.asc" F 1 9)
{
*eventMMStartAni (1 "T_HURT")
*eventMMStartAni (7 "S_NEUTRAL")
*eventSFXGrnd (3 "Run")
*eventSFXGrnd (7 "Run")
// *eventSFX (1 "D_OUCH" EMPTY_SLOT )
// *eventSFX (7 "D_BREATH" EMPTY_SLOT )
}

ani ("t_StumbleB" 1 "" 0.1 0.1 M. "Bab_StumbleB_M01.asc" F 1 9)
{
*eventMMStartAni (1 "T_HURT")
*eventMMStartAni (7 "S_NEUTRAL")
*eventSFXGrnd (3 "Run")
*eventSFXGrnd (7 "Run")
// *eventSFX (1 "D_OUCH" EMPTY_SLOT )
// *eventSFX (7 "D_BREATH" EMPTY_SLOT )
}


ani ("t_GotHit" 2 "" 0.1 0.2 M. "Bab_StumbleN_M01.asc" F 6 14)
{
// *eventSFX (7 "D_OUCH" EMPTY_SLOT )
}


// ---------------------------------------------------------------------------------------------------------------
// DIE

ani ("t_Dead" 1 "s_Dead" 0.2 0.0 M. "Bab_Die_M02.asc" F 1 64 FPS:10)
{
*eventMMStartAni (4 "T_HURT")
*eventSFXGrnd (20 "Run" )
*eventSFX (50 "M_FALL_SMALL" EMPTY_SLOT )
}

ani ("s_Dead" 1 "s_Dead" 0.0 0.1 M. "Bab_Die_M02.asc" F 65 65)


ani ("t_DeadB" 1 "s_DeadB" 0.2 0.0 M. "Bab_FallB_M01.asc" F 0 21)
{
*eventMMStartAni (4 "T_HURT")
*eventSFX (10 "M_FALL_SMALL" EMPTY_SLOT )
}

ani ("s_DeadB" 1 "s_DeadB" 0.0 0.1 M. "Bab_FallB_M01.asc" F 22 22)

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// UMSEHEN / ZEIGEN
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// LOOK Autoaiming
// Seitenwinkel: +/- 60° Höhenwinkel: +/- 45°
ani ("c_look_1" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 0 0)
ani ("c_look_2" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 1 1)
ani ("c_look_3" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 2 2)
ani ("c_look_4" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 3 3)
ani ("c_look_5" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 4 4)
ani ("c_look_6" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 5 5)
ani ("c_look_7" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 6 6)
ani ("c_look_8" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 7 7)
ani ("c_look_9" 9 "" 0.0 0.0 . "Bab_Look_Autoaim_M02.asc" F 8 8)

aniComb ("t_look" 9 "t_look" 0.3 0.3 M. "c_look_" 9)

// POINT AT Autoaiming
// Seitenwinkel: +/- 90° Höhenwinkel: +/- 45°
ani ("c_point_1" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 0 0)
ani ("c_point_2" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 1 1)
ani ("c_point_3" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 2 2)
ani ("c_point_4" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 3 3)
ani ("c_point_5" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 4 4)
ani ("c_point_6" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 5 5)
ani ("c_point_7" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 6 6)
ani ("c_point_8" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 7 7)
ani ("c_point_9" 11 "" 0.0 0.0 . "Bab_Point_Autoaim_M01.asc" F 8 8)

aniComb ("t_point" 11 "t_point" 0.3 0.3 M. "c_point_" 9)



// FIXME Wo wird das benutzt?
// Quicklook Autoaiming
// Seitenwinkel: +/- 60° Höhenwinkel: +/- 45°
ani ("c_qlook_1" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 0 0)
ani ("c_qlook_2" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 1 1)
ani ("c_qlook_3" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 2 2)
ani ("c_qlook_4" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 3 3)
ani ("c_qlook_5" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 4 4)
ani ("c_qlook_6" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 5 5)
ani ("c_qlook_7" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 6 6)
ani ("c_qlook_8" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 7 7)
ani ("c_qlook_9" 10 "" 0.0 0.0 . "Bab_Qlook_Autoaim_M01.asc" F 8 8)

aniComb ("t_qlook" 10 "t_qlook" 0.3 0.3 M. "c_qlook_" 9)

// Erschreckt anblicken
// FIXME AI: Wird das benutzt?
// WhirlAround CCW
ani ("t_surprise_CCW" 1 "s_surprise" 0.0 0.1 M. "Bab_WhirlAround_M01.asc" F 0 15)
// WhirlAround CW
ani ("t_surprise_CW" 1 "s_surprise" 0.0 0.1 M. "Bab_WhirlAround_M01.asc" F 16 31)

ani ("c_looksurprised_1" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 8 8)
ani ("c_looksurprised_2" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 17 17)
ani ("c_looksurprised_3" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 26 26)
ani ("c_looksurprised_4" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 35 35)
ani ("c_looksurprised_5" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 44 44)
ani ("c_looksurprised_6" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 53 53)
ani ("c_looksurprised_7" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 62 62)
ani ("c_looksurprised_8" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 71 71)
ani ("c_looksurprised_9" 1 "" 0.0 0.0 .. "Bab_SurpriseLook_M01.asc" F 80 80)
aniComb ("s_surprise" 1 "s_surprise" 0.0 0.0 M. "c_looksurprised_" 9)



//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// Item-Handling
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// ---------------------------------------------------------------------------------------------------------------
// Item AUFHEBEN
ani ("c_Stand_2_IGet_1" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 1 9)
ani ("c_Stand_2_IGet_2" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 21 29)
ani ("c_Stand_2_IGet_3" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 41 49)
aniComb ("t_Stand_2_IGet" 1 "s_IGet" 0.1 0.0 M. "c_Stand_2_IGet_" 3)

ani ("c_IGet_1" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 10 10)
ani ("c_IGet_2" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 30 30)
ani ("c_IGet_3" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 50 50)
aniComb ("s_IGet" 1 "s_IGet" 0.0 0.0 M. "c_IGet_" 3)

ani ("c_IGet_2_Stand_1" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 11 19)
ani ("c_IGet_2_Stand_2" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 31 39)
ani ("c_IGet_2_Stand_3" 1 "" 0.0 0.0 . "Bab_ItemGet_A03.asc" F 51 59)
aniComb ("t_IGet_2_Stand" 1 "" 0.0 0.1 M. "c_IGet_2_Stand_" 3)

// kann nicht mehr aufsammeln, Inventory voll
ani ("t_CanNotTake" 1 "" 0.1 0.1 M. "Bab_CantTake_M01.ASC" F 0 30)

// ---------------------------------------------------------------------------------------------------------------
// Item ABLEGEN
ani ("t_Stand_2_IDrop" 1 "s_IDrop" 0.1 0.0 M. "Bab_ItemDrop_A01.asc" F 1 6)
ani ("s_IDrop" 1 "s_IDrop" 0.0 0.0 M. "Bab_ItemDrop_A01.asc" F 7 7)
ani ("t_IDrop_2_Stand" 1 "" 0.0 0.1 M. "Bab_ItemDrop_A01.asc" F 8 14)

// ---------------------------------------------------------------------------------------------------------------

// ---------------------------------------------------------------------------------------------------------------
// NSC beklauen
ani ("t_Sneak_2_Steal" 1 "s_Steal" 0.1 0.0 M. "Bab_Stealing_M01.asc" F 1 9)
ani ("s_Steal" 1 "s_Steal" 0.0 0.0 M. "Bab_Stealing_M01.asc" F 10 10)
ani ("t_Steal_2_Sneak" 1 "s_Sneak" 0.0 0.1 M. "Bab_Stealing_M01.asc" F 11 19)


// FIXME: benutzt?
// Trade
// 3: Item sichtbar, 9 Exchange, 15 Item verschwindet
ani ("t_TradeItem" 1 "" 0.1 0.1 M. "Bab_TradeItem_M01.asc" F 1 17)





//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
// KAMPF-MOVES
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

//////////////////////////
// WEAPON CHOOSE
//////////////////////////
// FIST
ani ("t_Run_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Bab_FistDraw.asc" F 1 3)
ani ("s_Fist" 1 "s_Fist" 0.0 0.0 M. "Bab_FistDraw.asc" 4 4)
ani ("t_Fist_2_FistRun" 1 "s_FistRun" 0.0 0.2 M. "Bab_FistDraw.asc" 5 7)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}

ani ("t_FistRun_2_Fist" 1 "s_Fist" 0.1 0.0 M. "Bab_FistDraw.asc" R 5 7)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Fist_2_Run" 1 "" 0.0 0.2 M. "t_Run_2_Fist" R)

// Fist beim Rennen ziehen
ani ("t_Move_2_FistMove" 2 "" 0.2 0.2 M. "Bab_FistDrawMove.asc" F 1 14)
{
*eventTag (5 "DEF_FIGHTMODE" "FIST")
}
ani ("t_FistMove_2_Move" 2 "" 0.2 0.2 M. "Bab_FistDrawMove.asc" R 1 14)
{
*eventTag (5 "DEF_FIGHTMODE" "")
}


// MAGIC
ani ("t_Run_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Bab_MagReady_M01.asc" F 1 9)
ani ("s_Mag" 1 "s_Mag" 0.0 0.0 M. "Bab_MagReady_M01.asc" F 10 10)
ani ("t_Mag_2_MagRun" 1 "s_MagRun" 0.0 0.2 M. "Bab_MagReady_M01.asc" F 11 19)
{
*eventTag (14 "DEF_FIGHTMODE" "MAG")
}

ani ("t_MagRun_2_Mag" 1 "s_Mag" 0.1 0.0 M. "Bab_MagReady_M01.asc" R 11 19)
{
*eventTag (14 "DEF_FIGHTMODE" "")
}
aniAlias ("t_Mag_2_Run" 1 "" 0.0 0.2 M. "t_Run_2_Mag" R)

// Magie beim Rennen ziehen
ani ("t_Move_2_MagMove" 2 "" 0.2 0.2 M. "Bab_MagDrawMove.asc" F 1 19)
{
*eventTag (14 "DEF_FIGHTMODE" "MAG")
}
ani ("t_MagMove_2_Move" 2 "" 0.2 0.2 M. "Bab_MagDrawMove.asc" R 1 19)
{
*eventTag (14 "DEF_FIGHTMODE" "")
}


// 1H - WEAPON
ani ("t_Run_2_1h" 1 "s_1h" 0.1 0.0 M. "Bab_1hSDrawT0.asc" F 1 3)
ani ("s_1h" 1 "s_1h" 0.0 0.0 M. "Bab_1hSDrawT0.asc" F 4 4)
ani ("t_1h_2_1hRun" 1 "s_1hRun" 0.0 0.2 M. "Bab_1hSDrawT0.asc" F   5 24)
{
*eventTag (5 "DEF_FIGHTMODE" "1H")
*eventTag (5 "DEF_DRAWSOUND")
}

ani ("t_1hRun_2_1h" 1 "s_1h" 0.0 0.0 M. "Bab_1hSDrawT0.asc" R 5 24)
{
*eventTag (5 "DEF_UNDRAWSOUND")
*eventTag (5 "DEF_FIGHTMODE" "")
}
aniAlias ("t_1h_2_Run" 1 "" 0.0 0.2 M. "t_Run_2_1h" R)

// Schwert beim Rennen ziehen
ani ("t_Move_2_1hMove" 2 "" 0.2 0.2 M. "Bab_1hS_MoveReady_M01.asc" F 1 24)
{
*eventTag (6 "DEF_FIGHTMODE" "1H")
*eventTag (6 "DEF_DRAWSOUND")
}
ani ("t_1hMove_2_Move" 2 "" 0.2 0.2 M. "Bab_1hS_MoveReady_M01.asc" R 1 24)
{
*eventTag (6 "DEF_UNDRAWSOUND")
*eventTag (6 "DEF_FIGHTMODE" "")
}



// 2h - WEAPON READY
ani ("t_Run_2_2h" 1 "s_2h" 0.1 0.0 M. "Bab_2hDrawT2.asc" F 1 3)
ani ("s_2h" 1 "s_2h" 0.0 0.0 M. "Bab_2hDrawT2.asc" F 4 4)
ani ("t_2h_2_2hRun" 1 "s_2hRun" 0.0 0.2 M. "Bab_2hDrawT2.asc" F   5 24)
{
*eventTag (7 "DEF_FIGHTMODE" "2h")
*eventTag (7 "DEF_DRAWSOUND")
}

ani ("t_2hRun_2_2h" 1 "s_2h" 0.0 0.0 M. "Bab_2hDrawT2.asc" R   5 24)
{
*eventTag (7 "DEF_UNDRAWSOUND")
*eventTag (7 "DEF_FIGHTMODE" "")

}
aniAlias ("t_2h_2_Run" 1 "s_Run" 0.0 0.2 M. "t_Run_2_2h" R)

// Schwert beim Rennen ziehen
ani ("t_Move_2_2hMove" 2 "" 0.2 0.2 M. "Bab_2hDrawMove.asc" F 1 24)
{
*eventTag (7 "DEF_FIGHTMODE" "2H")
*eventTag (7 "DEF_DRAWSOUND")
}
ani ("t_2hMove_2_Move" 2 "" 0.2 0.2 M. "Bab_2hDrawMove.asc" R 1 24)
{
*eventTag (7 "DEF_UNDRAWSOUND")
*eventTag (7 "DEF_FIGHTMODE" "")
}

// 2h Staff - WEAPON READY

// BOW
ani ("t_Run_2_Bow" 1 "s_Bow" 0.1 0.0 M. "Bab_BowDraw.asc" F 1 5)
ani ("s_Bow" 1 "s_Bow" 0.0 0.0 M. "Bab_BowDraw.asc" F 6 6)
ani ("t_Bow_2_BowRun" 1 "s_BowRun" 0.0 0.2 M. "Bab_BowDraw.asc" F   7 19)
{
*eventTag (7 "DEF_FIGHTMODE"  "BOW")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
}

ani ("t_BowRun_2_Bow" 1 "s_Bow" 0.0 0.1 M. "Bab_BowDraw.asc" R 7 19)
{
*eventTag (7 "DEF_FIGHTMODE"  "")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (19 "DEF_REMOVE_MUNITION")
}
aniAlias ("t_Bow_2_Run" 1 "" 0.0 0.2 M. "t_Run_2_Bow" R)

// Bogen beim Rennen ziehen
ani ("t_Move_2_BowMove" 2 "" 0.2 0.2 M. "Bab_BowDrawMove.asc" F 1 19)
{
*eventTag (7 "DEF_FIGHTMODE"  "BOW")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (9 "DEF_PLACE_MUNITION" "ZS_RIGHTHAND")
}
ani ("t_BowMove_2_Move" 2 "" 0.2 0.2 M. "Bab_BowDrawMove.asc" R 1 19)
{
*eventTag (7 "DEF_FIGHTMODE"  "")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (19 "DEF_REMOVE_MUNITION")
}


// CROSSBOW
ani ("t_Run_2_CBow" 1 "s_CBow" 0.1 0.0 M. "Bab_CBowDraw.asc" F 1 4)
ani ("s_CBow" 1 "s_CBow" 0.0 0.0 M. "Bab_CBowDraw.asc" F 5 5)
ani ("t_CBow_2_CBowRun" 1 "s_CBowRun" 0.0 0.2 M. "Bab_CBowDraw.asc" 6 39)
{
*eventTag (7 "DEF_FIGHTMODE" "CBOW")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}

ani ("t_CBowRun_2_CBow" 1 "s_CBow" 0.0 0.0 M. "Bab_CBowDraw.asc" 6 39)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (6 "DEF_REMOVE_MUNITION")
}
aniAlias ("t_CBow_2_Run" 1 "" 0.0 0.2 M. "t_Run_2_CBow" R)

// Armbrust beim Rennen ziehen
ani ("t_Move_2_CBowMove" 2 "" 0.2 0.2 M. "Bab_CBowDrawMove.asc" F 1 39)
{
*eventTag (7 "DEF_FIGHTMODE" "CBOW")
*eventMMStartAni (6 "S_SHOOT" "ZS_RIGHTHAND")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (6 "DEF_PLACE_MUNITION" "ZS_LEFTHAND")
}
ani ("t_CBowMove_2_Move" 2 "" 0.2 0.2 M. "Bab_CBowDrawMove.asc" R 1 39)
{
*eventTag (7 "DEF_FIGHTMODE" "")
*eventSFX (7 "Drawsound_Bow")
        *eventTag (6 "DEF_REMOVE_MUNITION")
}


// TRANSITIONS FIST
aniBlend ("t_Fist_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_Fist_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_Fist_2_Mag" "s_Mag" 0.1 0.2)

// TRANSITIONS Magic
aniBlend ("t_Mag_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_Mag_2_CBow" "s_CBow" 0.1 0.2)
aniBlend ("t_Mag_2_Fist" "s_Fist" 0.1 0.2)
aniBlend ("t_Mag_2_1h" "s_1h" 0.1 0.2)
aniBlend ("t_Mag_2_2h" "s_2h" 0.1 0.2)

// TRANSITIONS 1H
aniBlend ("t_1h_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_1h_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_1h_2_Mag" "s_Mag" 0.1 0.2)

// TRANSITIONS 2H - Sword
aniBlend ("t_2h_2_Bow" "s_Bow" 0.1 0.2)
aniBlend ("t_2h_2_Cbow" "s_CBow" 0.1 0.2)
aniBlend ("t_2h_2_Mag" "s_Mag" 0.1 0.2)

// TRANSITIONS Bow
aniBlend ("t_Bow_2_Mag" "s_Mag" 0.1 0.2)
aniBlend ("t_Bow_2_Fist" "s_Fist" 0.1 0.2)
aniBlend ("t_Bow_2_1h" "s_1h" 0.1 0.2)
aniBlend ("t_Bow_2_2h" "s_2h" 0.1 0.2)

// TRANSITIONS Crossbow
aniBlend ("t_Cbow_2_Mag" "s_Mag" 0.1 0.2)
aniBlend ("t_Cbow_2_Fist" "s_Fist" 0.1 0.2)
aniBlend ("t_Cbow_2_1h" "s_1h" 0.1 0.2)
aniBlend ("t_Cbow_2_2h" "s_2h" 0.1 0.2)


//////////////////////////
// FIST MOVEMENT
//////////////////////////

// Fist-RUN
ani ("s_FistRun" 1 "s_FistRun" 0.0 0.1 MI "Bab_Amb_FistRun_M01.asc" F   1 50 FPS:10)
ani ("t_FistRun_2_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Bab_FistRun.asc" F 1 11)
ani ("s_FistRunL" 1 "s_FistRunL" 0.0 0.0 M. "Bab_FistRun.asc" F 12 31)
{
*eventSFXGrnd (12 "Run")
*eventSFXGrnd (22 "Run")
}
ani ("t_FistRunL_2_FistRun" 1 "s_FistRun" 0.0 0.0 M. "Bab_FistRun.asc" F 32 38)
{
*eventSFXGrnd (32 "Run")
*eventSFXGrnd (37 "Run")
}
aniBlend ("t_FistRunR_2_FistRun" "s_FistRun" 0.3 0.3)
// Fist-Run Backwards Movement
aniAlias ("t_FistJumpB" 1 "s_FistRun" 0.1 0.0 M. "t_JumpB" F)

// Fist-WALK
aniAlias ("s_FistWalk" 1 "s_FistWalk" 0.0 0.1 M. "s_FistRun" F)
ani ("t_FistWalk_2_FistWalkL" 1 "s_FistWalkL" 0.0 0.0 M. "Bab_FistWalk.asc" F 1 9)
ani ("s_FistWalkL" 1 "s_FistWalkL" 0.0 0.1 M. "Bab_FistWalk.asc" F 10 32)
{
*eventSFXGrnd (13 "Run")
*eventSFXGrnd (23 "Run")
}
ani ("t_FistWalkL_2_FistWalk" 1 "s_FistWalk" 0.1 0.0 M. "Bab_FistWalk.asc" F 33 39)
{
*eventSFXGrnd (35 "Run")
*eventSFXGrnd (39 "Run")
}
aniBlend ("t_FistWalkR_2_FistWalk" "s_FistWalk" 0.2 0.2)

// Fist-Walk Backwards Movement
aniAlias ("t_FistWalk_2_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "t_FistWalkL_2_FistWalk" R)
aniAlias ("s_FistWalkBL" 1 "s_FistWalkBL" 0.0 0.0 M. "s_FistWalkL" R)
aniAlias ("t_FistWalkBL_2_FistWalk" 1 "s_FistWalk" 0.0 0.0 M. "t_FistWalk_2_FistWalkL" R)
aniBlend ("t_FistWalkBR_2_FistWalk" "s_FistWalk" 0.2 0.2)


// Fist-SNEAK
aniAlias ("s_FistSneak" 1 "s_FistSneak" 0.2 0.1 MI "s_Sneak" F)
aniAlias ("t_FistSneak_2_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F)
aniAlias ("s_FistSneakL" 1 "s_FistSneakL" 0.0 0.0 M. "s_SneakL" F)
aniAlias ("t_FistSneakL_2_FistSneak" 1 "s_FistSneak" 0.0 0.0 M. "t_SneakL_2_Sneak" F)
aniBlend ("t_FistSneakR_2_FistSneak" "s_FistSneak" 0.2 0.2)

// Fist-Sneak Backwards Movement
aniBlend ("t_FistSneak_2_FistSneakBL" "s_FistSneakBL" 0.2 0.2)
aniAlias ("s_FistSneakBL" 1 "s_FistSneakBL" 0.0 0.0 M. "s_SneakL" R)
aniBlend ("t_FistSneakBL_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneakBR_2_FistSneak" "s_FistSneak" 0.2 0.2)


/////////////////////
// FIST TURNING
/////////////////////

aniAlias ("t_FistRunTurnL" 20 "t_FistRunTurnL" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistRunTurnR" 20 "t_FistRunTurnR" 0.4 0.2 M. "t_RunTurnR" F)

aniAlias ("t_FistWalkTurnL" 20 "t_FistWalkTurnL" 0.4 0.2 M. "t_RunTurnL" F)
aniAlias ("t_FistWalkTurnR" 20 "t_FistWalkTurnR" 0.4 0.2 M. "t_RunTurnL" F)

aniAlias ("t_FistSneakTurnL" 20 "t_FistSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F)
aniAlias ("t_FistSneakTurnR" 20 "t_FistSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F)


/////////////////////
// FIST STRAFING
/////////////////////

ani ("t_FistRunStrafeL" 1 "t_FistRunStrafeL" 0.1 0.1 M. "Bab_FistStrafeL_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}
ani ("t_FistRunStrafeR" 1 "t_FistRunStrafeR" 0.1 0.1 M. "Bab_FistStrafeR_M01.asc" F 0 18)
{
*eventSFXGrnd (0 "Run")
*eventSFXGrnd (9 "Run")
}

aniAlias ("t_FistWalkStrafeL" 1 "t_FistWalkStrafeL" 0.1 0.1 M. "t_FistRunStrafeL" F)
aniAlias ("t_FistWalkStrafeR" 1 "t_FistWalkStrafeR" 0.1 0.1 M. "t_FistRunStrafeR" F)

aniAlias ("t_FistSneakStrafeL" 1 "t_FistSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F)
aniAlias ("t_FistSneakStrafeR" 1 "t_FistSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R)


/////////////////////
// FIST TRANSITIONS
/////////////////////
// Movement-Modes
aniBlend ("t_FistRun_2_FistWalk" "s_FistWalk" 0.1 0.1)
aniBlend ("t_FistWalk_2_FistRun" "s_FistRun" 0.1 0.1)

aniBlend ("t_FistRun_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneak_2_FistRun" "s_FistRun" 0.2 0.2)

aniBlend ("t_FistWalk_2_FistSneak" "s_FistSneak" 0.2 0.2)
aniBlend ("t_FistSneak_2_FistWalk" "s_FistWalk" 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)

aniBlend ("t_FistSneakL_2_FistRunL" "s_FistRunL" 0.2 0.2)
aniBlend ("t_FistRunL_2_FistSneakL" "s_FistSneakL" 0.2 0.2)

// aus dem Rennen direkt Springen
aniAlias ("t_FistRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_FistRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt
aniBlend ("t_Jump_2_FistRunL" "s_FistRunL" 0.2 0.2)


/////////////////////
// FIST FIGHTING
/////////////////////

// Attack-Combo
ani ("s_FistAttack" 1 "s_FistAttack" 0.0 0.2 M. "Bab_FistAttack_A01.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R HAND")
*eventTag (0 "DEF_OPT_FRAME" "9 24")
*eventTag (0 "DEF_HIT_END" "15 29")
*eventTag (0 "DEF_WINDOW" "9 15 24 29")
// *eventTag (0 "DEF_DIR" "OU")
// *eventSFX (5 "D_TAKETHIS" EMPTY_SLOT )
*eventSFX (8 "WHOOSH" EMPTY_SLOT )
*eventSFX (19 "BACK" EMPTY_SLOT )
}

// während des Laufens zuschlagen
ani ("t_FistAttackMove" 2 "" 0.2 0.2 M. "Bab_FistAttackMove.asc" F 1 29)
{
*eventTag (0 "DEF_HIT_LIMB" "BIP01 R FOOT")
*eventTag (0 "DEF_OPT_FRAME" "19")
*eventSFX (8 "WHOOSH" EMPTY_SLOT )
}

// Parade
ani ("t_FistParade_O" 1 "" 0.0 0.0 M. "Bab_FistParadeO.asc" F 1 12)
{
// *eventSFX (2 "D_PARADE" EMPTY_SLOT )
}

// ani ("t_FistParade_U" 1 "" 0.0 0.0 M. "Bab_FistParadeU.asc" F 1 12)
// ani ("t_FistParade_L" 1 "" 0.0 0.0 M. "Bab_FistParadeL.asc" F 1 12)
// ani ("t_FistParade_R" 1 "" 0.0 0.0 M. "Bab_FistParadeR.asc" F 1 12)

ani ("t_FistParadeJumpB" 1 "" 0.0 0.0 M. "Bab_FistParadeU.asc" F 1 12)


/////////////////////////
// MAGIC MOVEMENT
//////////////////////////

// Mag-RUN
ani ("s_MagRun" 1 "s_MagRun" 0.1 0.1 M. "Bab_Amb_MagRun_M01.asc" F 1 50 FPS:10)
ani ("t_MagRun_2_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Bab_MagRun_M01.asc" F 1 11)

// Mag-Run-Loop
ani ("s_MagRunL" 1 "s_MagRunL" 0.0 0.0 M. "Bab_MagRun_M01.asc" F 12 31)

ani ("t_MagRunL_2_MagRun" 1 "s_MagRun" 0.0 0.1 M. "Bab_MagRun_M01.asc" F 33 38)
aniBlend ("t_MagRunR_2_MagRun" "s_MagRun" 0.3 0.3)

// Mag-Run Backwards Movement
ani ("t_MagJumpB" 1 "s_MagRun" 0.0 0.2 M. "Bab_MagJumpB_A01.asc" F 1 14)
{
*eventSFXGrnd  (6 "Run")
*eventSFXGrnd  (9 "Run")
}

// Mag-WALK
aniAlias ("s_MagWalk" 1 "s_MagWalk" 0.1 0.1 M. "s_MagRun" F)

ani ("t_MagWalk_2_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Bab_MagWalkLoop_A01.asc" F 1 9)

// Mag-Walk-Loop
ani ("s_MagWalkL" 1 "s_MagWalkL" 0.0 0.0 M. "Bab_MagWalkLoop_A01.asc" F 10 33)

ani ("t_MagWalkL_2_MagWalk" 1 "s_MagWalk" 0.0 0.0 M. "Bab_MagWalkLoop_A01.asc" F 34 39)
aniBlend ("t_MagWalkR_2_MagWalk" "s_MagWalk" 0.2 0.2)

// Mag-Walk Backwards Movement
aniBlend ("t_MagWalk_2_MagWalkBL" "s_MagWalkBL" 0.2 0.2)

// Mag-Walk-Loop backwards
aniAlias ("s_MagWalkBL" 1 "s_MagWalkBL" 0.0 0.0 M. "s_MagWalkL" R)

aniBlend ("t_MagWalkBL_2_MagWalk" "s_MagWalk" 0.2 0.2)
aniBlend ("t_MagWalkBR_2_MagWalk" "s_MagWalk" 0.2 0.2)


// Mag-SNEAK
aniAlias ("s_MagSneak" 1 "s_MagSneak" 0.3 0.3 MI "s_Sneak" F)
aniAlias ("t_MagSneak_2_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "t_Sneak_2_SneakL" F)

// Mag-Sneak-Loop
aniAlias ("s_MagSneakL" 1 "s_MagSneakL" 0.0 0.0 M. "s_SneakL" F)

aniBlend ("t_MagSneakL_2_MagSneak" "s_MagSneak" 0.2 0.2)
aniBlend ("t_MagSneakR_2_MagSneak" "s_MagSneak" 0.2 0.2)

// Mag-Sneak Backwards Movement
aniBlend ("t_MagSneak_2_MagSneakBL" "s_MagSneakBL" 0.2 0.2)

// Mag-Sneak-Loop backwards
aniAlias ("s_MagSneakBL" 1 "s_MagSneakBL" 0.0 0.0 M. "s_SneakL" R)

aniBlend ("t_MagSneakBL_2_MagSneak" "s_MagSneak" 0.2 0.2)
aniBlend ("t_MagSneakBR_2_MagSneak" "s_MagSneak" 0.2 0.2)


/////////////////////
// MAGIC TURNING
/////////////////////

ani ("t_MagRunTurnL" 20 "t_MagRunTurnL" 0.1 0.1 M. "Bab_MagTurnL_A01.asc" F 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (12 "Turn")
*eventSFXGrnd (18 "Turn")
*eventSFXGrnd (24 "Turn")
}
ani ("t_MagRunTurnR" 20 "t_MagRunTurnR" 0.1 0.1 M. "Bab_MagTurnR_A01.asc" R 0 24)
{
*eventSFXGrnd (6 "Turn")
*eventSFXGrnd (12 "Turn")
*eventSFXGrnd (18 "Turn")
*eventSFXGrnd (24 "Turn")
}

aniAlias ("t_MagWalkTurnL" 20 "t_MagWalkTurnL" 0.5 0.5 M. "t_MagRunTurnL" F)
aniAlias ("t_MagWalkTurnR" 20 "t_MagWalkTurnR" 0.5 0.5 M. "t_MagRunTurnR" F)

aniAlias ("t_MagSneakTurnL" 20 "t_MagSneakTurnL" 0.2 0.2 M. "t_SneakTurnL" F)
aniAlias ("t_MagSneakTurnR" 20 "t_MagSneakTurnR" 0.2 0.2 M. "t_SneakTurnR" F)


/////////////////////
// MAGIC STRAFING
/////////////////////

ani ("t_MagRunStrafeL" 1 "t_MagRunStrafeL" 0.1 0.1 M. "Bab_MagStrafe_A01.asc" F 1 24)
ani ("t_MagRunStrafeR" 1 "t_MagRunStrafeR" 0.1 0.1 M. "Bab_MagStrafe_A01.asc" F 26 49)

aniAlias ("t_MagWalkStrafeL" 1 "t_MagWalkStrafeL" 0.1 0.1 M. "t_MagRunStrafeL" F)
aniAlias ("t_MagWalkStrafeR" 1 "t_MagWalkStrafeR" 0.1 0.1 M. "t_MagRunStrafeR" F)

aniAlias ("t_MagSneakStrafeL" 1 "t_MagSneakStrafeL" 0.1 0.1 M. "t_SneakStrafeL" F)
aniAlias ("t_MagSneakStrafeR" 1 "t_MagSneakStrafeR" 0.1 0.1 M. "t_SneakStrafeL" R)

//////////////////////
// MAGIC TRANSITIONS
//////////////////////

// Movement-Modes
aniBlend ("t_MagRun_2_MagWalk" "s_MagWalk" 0.1 0.1)
aniBlend ("t_MagWalk_2_MagRun" "s_MagRun" 0.1 0.1)

aniBlend ("t_MagRun_2_MagSneak" "s_MagSneak" 0.2 0.2)
aniBlend ("t_MagSneak_2_MagRun" "s_MagRun" 0.2 0.2)

aniBlend ("t_MagRunL_2_MagWalkL" "s_MagWalkL" 0.2 0.2)
aniBlend ("t_MagWalkL_2_MagRunL" "s_MagRunL" 0.2 0.2)

aniBlend ("t_MagSneakL_2_MagRunL" "s_MagRunL" 0.2 0.2)
aniBlend ("t_MagRunL_2_MagSneakL" "s_MagSneakL" 0.2 0.2)

// Stand
// aus dem Rennen direkt Springen
aniAlias ("t_MagRunL_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
aniAlias ("t_MagRunR_2_Jump" 1 "s_Jump" 0.1 0.1 MF "t_RunL_2_Jump" F)
// nach dem Sprung direkt weiterrennen, wenn CursorUp weiterhin gedrückt
aniBlend ("t_Jump_2_MagRunL" "s_MagRunL" 0.2 0.1)


/////////////////////
// MAGIC FIGHTING (Sofort, Aufrechterhaltung & Überwindung identisch)
/////////////////////

Babe_swim.mds
Spoiler
Model ("Bab")
{


meshAndTree ("Bab_Body_Naked2.ASC" DONT_USE_MESH)

aniEnum
{
modelTag ("DEF_HIT_LIMB" "zs_RightHand")


// ---------------------------------------------------------------------------------------------------------------
// langsam Schwimmen
ani ("s_Swim" 1 "s_Swim" 0.0 0.2 M. "Bab_Swim_M02.asc" F 0 47 FPS:5)
{
*eventSFX (10  "SwimWaves")
}

aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3)

ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Bab_Swim_M02.asc" F 62 101 FPS:10)
{
*eventSFX (70 "Swim")
}

aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.3 0.3)
}
}
 

Toworish

Toworish

Użytkownicy
http://chomikuj.pl/ToWoRiSh
posty1664
Propsy254
ProfesjaNierób
  • Użytkownicy
  • http://chomikuj.pl/ToWoRiSh
wpierdol to w jeden mds i usuń wsystko z naz "BABE" z _work/data/anims/_compiled
 
Niebawem...Pierdolnę se poradniki do Goticzka. Albo i nie, bo sie mnie nie chce.

hastor

hastor

Użytkownicy
<tu podaj nazwę własnej modyfikacji>
posty24
Propsy40
ProfesjaScenarzysta
  • Użytkownicy
  • <tu podaj nazwę własnej modyfikacji>
Wrzuciłem do jednego mds'a, to Gothic się wyłączył, ponieważ występują dwa pliki o tej samej nazwie. ZSpy wykrył tekst "S_SWIM..."

pływanie z babe.mds
Spoiler
// Kraulen
ani ("s_Swim" 1 "s_Swim" 0.0 0.1 M. "Bab_Swim_A01.asc" F 0 48 FPS:5)
{
*eventSFX (10  "SwimWaves")
}

aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3)

ani ("s_SwimF" 1 "s_SwimF" 0.0 0.1 M. "Bab_SwimA_M01.asc" F 20 49)
{
*eventSFX (22 "Swim")
*eventSFX (37 "Swim")
}

pływanie z babe_swim.mds
Spoiler
// langsam Schwimmen
ani ("s_Swim" 1 "s_Swim" 0.0 0.2 M. "Bab_Swim_M02.asc" F 0 47 FPS:5)
{
*eventSFX (10  "SwimWaves")
}

aniBlend ("t_Swim_2_SwimF" "s_SwimF" 0.3 0.3)

ani ("s_SwimF" 1 "s_SwimF" 0.0 0.0 M. "Bab_Swim_M02.asc" F 62 101 FPS:10)
{
*eventSFX (70 "Swim")
}

aniBlend ("t_SwimF_2_Swim" "s_Swim" 0.3 0.3)
}
}

Próbowałem zmienić po prostu nazwę jednego animacji, ale to też nie pomogło.
 


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