Large_impact
{
animname=spcl_gen_ru;
framenum=147;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=spcl_gen_ru;
framenum=155;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=61;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.300000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=76;
bone="d_head";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=74;
bone="d_neck2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.500000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=72;
bone="d_neck";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.700000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=70;
bone="d_spine1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.200000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=80;
bone="d_tail1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.900000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=fall_st;
framenum=84;
bone="d_tail3";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.800000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=hit_lt;
framenum=61;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.300000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=hit_lt;
framenum=76;
bone="d_head";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_impact
{
animname=Idle_post_Lp;
framenum=71;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=4;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=24;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=42;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=64;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=4;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=24;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=42;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=64;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

PreviewScene
{
CamPosition = {0, -5.0, -20.0};
CamAngle = 0;

Light[silhouette]
{
Colour = {0.05, 0.05, 0.05};
}

Model
{
Model = Brach;
Animation = walk_lp;
Position = {0.8, 0, 0};
RotationY = -90;
}

Model
{
#ifdef TOSHI_SKU_PS2
Model = vismps2;
#else
Model = vismneut;
#endif
Light = silhouette;
Position = {-5.0, 0, 0};
RotationY = -17;
Animation = idle_brth_lp;
}

}
Sound_BreakPoints
{
	Footstep_BreakPoints
	{
		Footstep
		{
			duration=0.2;
			magnitude=0.05;
			radius=60.0;
			fadeduration=0.2;
			// sound DRINK ST
			SFX_LHERBSTEP01
			{
				animname=drink_ed;
				framenum=72;
				type=sound;
			}
			// sound DRINK ED
			SFX_LHERBSTEP01
			{
				animname=drink_st;
				framenum=52;
				type=sound;
			}
			// sound POSTURE
			SFX_LCARNSTEP01
			{
				animname=spcl_gen_ru;
				framenum=148;
				type=sound;
			}
			// sound POSTURE
			SFX_LCARNSTEP01
			{
				animname=spcl_gen_ru;
				framenum=158;
				type=sound;
			}
			// sound POSTURE
			SFX_BRACHSTOMP
			{
				animname=spcl_gen_ru;
				framenum=164;
				type=sound;
			}
			// sound POSTURE
			SFX_BRACHSTOMP
			{
				animname=idle_post_lp;
				framenum=73;
				type=sound;
			}
			// sound id
			SFX_LCARNSTEP01
			{
				animname=idle_post_lp;
				framenum=73;
				type=sound;
			}
			// sound id
			SFX_LCARNSTEP01
			{
				animname=spcl_gen_post;
				framenum=73;
				type=sound;
			}
			// sound id SLEEP
			SFX_GENSITL
			{
				animname=sleep_st;
				framenum=40;
				type=sound;
			}
			// sound id SLEEP
			SFX_GENSITL
			{
				animname=sleep_st;
				framenum=70;
				type=sound;
			}
			// sound id SLEEP
			SFX_GENSITL
			{
				animname=sleep_ed;
				framenum=1;
				type=sound;
			}
			// sound id SLEEP
			SFX_GENSITL
			{
				animname=sleep_ed;
				framenum=70;
				type=sound;
			}
			// sound id FALL
			SFX_BRACHSTOMP
			{
				animname=fall_st;
				framenum=50;
				type=sound;
			}
			// sound id STAND
			SFX_GENSITL
			{
				animname=rest_ed;
				framenum=25;
				type=sound;
			}
			// sound id STAND
			SFX_GENSITG
			{
				animname=rest_ed;
				framenum=41;
				type=sound;
			}
			// sound id STAND
			SFX_GENSITG
			{
				animname=rest_ed;
				framenum=96;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITG
			{
				animname=rest_st;
				framenum=30;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITL
			{
				animname=rest_st;
				framenum=65;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITG
			{
				animname=rest_st;
				framenum=109;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITL
			{
				animname=rest_st;
				framenum=65;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITG
			{
				animname=fall_st;
				framenum=22;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITL
			{
				animname=fall_st;
				framenum=31;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITL
			{
				animname=fall_st;
				framenum=54;
				type=sound;
			}
			// sound id FALL
			SFX_BRACHSTOMP
			{
				animname=fall_st;
				framenum=31;
				type=sound;
			}
			// sound id FALL
			SFX_LHERBSTEP01
			{
				animname=fall_st;
				framenum=40;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=2;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=25;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=41;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=66;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=run_lp;
				framenum=5;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=run_lp;
				framenum=10;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=run_lp;
				framenum=14;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=run_lp;
				framenum=23;
				type=sound;
			}
		}
	}
	// sound id
	SFX_BRACHCALL0012
	{
		animname=call_01_lp;
		framenum=1;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_BRACHRES01
	{
		animname=call_02_lp;
		framenum=1;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_BRACHCALL0011
	{
		animname=call_f;
		framenum=1;
		volume=1.0;
		pitch=1.0;
	}
	// sound REARUP
	SFX_BRACHRES01
	{
		animname=spcl_gen_ru;
		framenum=37;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_BRACHCALL0012
	{
		animname=idle_post_lp;
		framenum=14;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
//	SFX_BRACHCALL0012
//	{
//		animname=spcl_gen_post;
//		framenum=15;
//		volume=1.0;
//		pitch=1.0;
//	}
	// sound id
	SFX_GENSITG
	{
		animname=idle_post_lp;
		framenum=83;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_BRACHCALL0011
	{
		animname=spcl_gen_post;
		framenum=14;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_GENSITG
	{
		animname=spcl_gen_post;
		framenum=83;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_BRACHRES01
	{
		animname=atk_stuc_lt;
		framenum=40;
		volume=1.0;
		pitch=1.0;
	}
	// sound id EAT
	SFX_HERBTEAR01
	{
		animname=eat_md_lp;
		framenum=58;
		volume=1.0;
		pitch=1.0;
	}
	// sound id EAT
	SFX_HERBCHEW01
	{
		animname=eat_md_lp;
		framenum=112;
		volume=1.0;
		pitch=1.0;
	}
	// sound id EAT
	SFX_HERBTEAR01
	{
		animname=eat_lo_lp;
		framenum=41;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink DOWN
	SFX_WATER_IN
	{
		animname=drink_st;
		framenum=92;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink LOOP
	SFX_WATER_STIR
	{
		animname=drink_lp;
		framenum=4;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink UP
	SFX_WATER_LIFT
	{
		animname=drink_ed;
		framenum=7;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_TAILSWIPE
	{
		animname=atk_stuc_lt;
		framenum=43;
		volume=1.0;
		pitch=0.5;
	}
	// sound id
	SFX_GENLSNIFF01
	{
		animname=idle_snz_lp;
		framenum=43;
		volume=1.0;
		pitch=0.5;
	}
	// sound id  look
	SFX_GENLGROWL03
	{
		animname=idle_snif_lp;
		framenum=150;
		volume=1.0;
		pitch=0.2;
	}
	// sound id DRINK ST
	SFX_LHERBSTEP01
	{
		animname=drink_st;
		framenum=32;
		volume=1.0;
		pitch=1.0;
	}
	// sound id DRINK ED
	SFX_LHERBSTEP01
	{
		animname=drink_ed;
		framenum=35;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_BRACHSTOMP
	{
		animname=spcl_gen_post;
		framenum=73;
		volume=1.0;
		pitch=1.0;
	}
}


// WARNING: Do not place anything below these lines.
//Anything past this point is destroyed on exporting bounding information



BoundingGeometry

{

	Geom_Max["Tail1"]

	{

		BoneName = "D Tail";

		Position = {4.371280, 0.693164, 0.898142};

		Rotation = {-0.000002, -0.135018, 0.000001, 0.990843};

		PrimType = ePrimBox;

		Sides = { 2.488305, 7.593179, -1.308284 };

	}

	Geom_Max["Head"]

	{

		BoneName = "D Head";

		Position = {0.358842, 0.244280, 0.046779};

		Rotation = {-0.000001, -0.999990, 0.000001, -0.004365};

		PrimType = ePrimBox;

		Sides = { 1.189274, 0.955022, -0.515352 };

	}

	Geom_Max["Neck"]

	{

		BoneName = "D Neck1";

		Position = {0.895271, 0.602797, 0.020104};

		Rotation = {-0.000000, 0.615547, -0.000000, 0.788100};

		PrimType = ePrimBox;

		Sides = { 7.288426, 1.635806, -1.072362 };

	}

	Geom_Max["Body"]

	{

		BoneName = "D Spine";

		Position = {0.870367, 1.225515, 0.578606};

		Rotation = {-0.986351, 0.000001, -0.164655, -0.000001};

		PrimType = ePrimBox;

		Sides = { 4.557897, 5.260711, 2.377293 };

	}

}

