Large_Footstep
{
animname=run_lp;
framenum=2;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=run_lp;
framenum=15;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=run_lp;
framenum=17;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=run_lp;
framenum=30;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=3;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=30;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=34;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_lp;
framenum=60;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=3;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=30;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=34;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=walk_inj_lp;
framenum=60;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=Spcl_gen_02_Lp;
framenum=162;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=Spcl_gen_02_Lp;
framenum=165;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Footstep
{
animname=Spcl_gen_dirt;
framenum=31;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Impact
{
animname=Hit_lt;
framenum=40;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.200000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_lt;
framenum=45;
bone="d_neck2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_lt;
framenum=45;
bone="d_neck";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.500000;
locatoroffsetz = 0.000000;
}

Large_Impact
{
animname=Hit_lt;
framenum=40;
bone="d_Spine1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.000000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_lt;
framenum=42;
bone="d_tail1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.400000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_lt;
framenum=46;
bone="d_tail2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Impact
{
animname=Hit_rt;
framenum=44;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.200000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_rt;
framenum=52;
bone="d_neck2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_rt;
framenum=49;
bone="d_neck";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.500000;
locatoroffsetz = 0.000000;
}

Large_Impact
{
animname=Hit_rt;
framenum=45;
bone="d_Spine1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.000000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_rt;
framenum=46;
bone="d_tail1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.400000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Hit_rt;
framenum=49;
bone="d_tail2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Large_Impact
{
animname=Fall_St;
framenum=83;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.200000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Fall_St;
framenum=99;
bone="d_neck2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Fall_St;
framenum=97;
bone="d_neck";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.500000;
locatoroffsetz = 0.000000;
}

Large_Impact
{
animname=Fall_St;
framenum=85;
bone="d_Spine1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 1.000000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Fall_St;
framenum=91;
bone="d_tail1";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.400000;
locatoroffsetz = 0.000000;
}

Medium_Impact
{
animname=Fall_St;
framenum=95;
bone="d_tail2";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.300000;
locatoroffsetz = 0.000000;
}

PreviewScene
{
CamPosition = {0, -2.5, -13};
CamAngle = 0;

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

Model
{
Model = camara;
Animation = walk_lp;
Position = {1.1, 0, 0};
RotationY = -90;
}

Model
{
#ifdef TOSHI_SKU_PS2
Model = vismps2;
#else
Model = vismneut;
#endif
Light = silhouette;
Position = {-4.0, 0, 1};
RotationY = -17;
Animation = idle_brth_lp;
}

}
Sound_BreakPoints
{
	Footstep_BreakPoints
	{
		Footstep
		{
			duration=0.2;
			magnitude=0.02;
			radius=30.0;
			fadeduration=0.2;
			// sound id FALL
			SFX_LHERBSTEP01
			{
				animname=hit_lt;
				framenum=42;
				type=sound;
			}
			// sound id FALL
			SFX_LHERBSTEP01
			{
				animname=hit_rt;
				framenum=42;
				type=sound;
			}
			// sound id FALL
			SFX_LCARNSTEP01
			{
				animname=spcl_gen_02_lp;
				framenum=26;
				type=sound;
			}
			// sound id FALL
			SFX_LCARNSTEP01
			{
				animname=spcl_gen_02_lp;
				framenum=168;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITG
			{
				animname=spcl_gen_02_lp;
				framenum=171;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITG
			{
				animname=fall_st;
				framenum=27;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITL
			{
				animname=fall_st;
				framenum=82;
				type=sound;
			}
			// sound id FALL
			SFX_LHERBSTEP01
			{
				animname=fall_st;
				framenum=89;
				type=sound;
			}
			// sound id FALL
			SFX_BRACHSTOMP
			{
				animname=fall_st;
				framenum=91;
				type=sound;
			}
			// sound id FALL
			SFX_GENSITL
			{
				animname=fall_st;
				framenum=93;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=idle_post_lp;
				framenum=97;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=idle_post_lp;
				framenum=99;
				type=sound;
			}
			// sound id
			SFX_GENSITG
			{
				animname=idle_post_lp;
				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 sleep
			SFX_MEDSTEP001
			{
				animname=rest_st;
				framenum=40;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITG
			{
				animname=rest_st;
				framenum=41;
				type=sound;
			}
			// sound id sleep
			SFX_MEDSTEP001
			{
				animname=rest_st;
				framenum=95;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITL
			{
				animname=rest_st;
				framenum=110;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITG
			{
				animname=rest_st;
				framenum=140;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITL
			{
				animname=rest_st;
				framenum=170;
				type=sound;
			}
			// sound id sleep
			SFX_GENSITL
			{
				animname=sleep_st;
				framenum=1;
				type=sound;
			}
			// sound id sleep STAND
			SFX_GENSITG
			{
				animname=sleep_ed;
				framenum=1;
				type=sound;
			}
			// sound id sleep STAND
			SFX_GENSITL
			{
				animname=rest_ed;
				framenum=25;
				type=sound;
			}
			// sound id sleep STAND
			SFX_GENSITG
			{
				animname=rest_ed;
				framenum=41;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=1;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=24;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=34;
				type=sound;
			}
			// sound id
			SFX_LHERBSTEP01
			{
				animname=walk_lp;
				framenum=56;
				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_CAMACALL01
	{
		animname=call_01_lp;
		framenum=33;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=call_f;
		framenum=33;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=call_02_lp;
		framenum=1;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=idle_post_lp;
		framenum=26;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink DOWN
	SFX_WATER_IN
	{
		animname=drink_st;
		framenum=45;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink LOOP
	SFX_WATER_STIR
	{
		animname=drink_lp;
		framenum=9;
		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 EAT
	SFX_HERBTEAR01
	{
		animname=eat_md_lp;
		framenum=33;
		volume=1.0;
		pitch=1.0;
	}
	// sound id EAT
	SFX_HERBCHEW01
	{
		animname=eat_md_lp;
		framenum=120;
		volume=1.0;
		pitch=1.0;
	}
	// sound id EAT
	SFX_HERBTEAR01
	{
		animname=eat_lo_lp;
		framenum=33;
		volume=1.0;
		pitch=1.0;
	}
	// sound id EAT
	SFX_HERBCHEW01
	{
		animname=eat_lo_lp;
		framenum=120;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=rcl_lt;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=rcl_rt;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=hit_lt;
		framenum=10;
		volume=1.0;
		pitch=1.9;
	}
	// sound id
	SFX_CAMACALL01
	{
		animname=hit_rt;
		framenum=10;
		volume=1.0;
		pitch=1.9;
	}
	// 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=35;
		volume=1.0;
		pitch=0.5;
	}
}


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



BoundingGeometry

{

	Geom_Max["Head"]

	{

		BoneName = "D Head";

		Position = {0.452184, -0.251753, -0.075904};

		Rotation = {-0.000001, -0.999962, 0.000001, -0.008728};

		PrimType = ePrimBox;

		Sides = { 0.813864, 0.954725, 0.529325 };

	}

	Geom_Max["Neck"]

	{

		BoneName = "D Neck1";

		Position = {0.402561, 0.428724, 0.063557};

		Rotation = {-0.000001, -0.999653, 0.000001, -0.026322};

		PrimType = ePrimBox;

		Sides = { 0.984078, 3.685055, -0.869004 };

	}

	Geom_Max["Body"]

	{

		BoneName = "D Spine";

		Position = {0.497093, -1.046229, 0.652893};

		Rotation = {-0.000001, -0.998414, 0.000001, -0.056296};

		PrimType = ePrimBox;

		Sides = { 2.864175, 4.131925, 2.089126 };

	}

	Geom_Max["Tail1"]

	{

		BoneName = "D Tail1";

		Position = {1.657779, 0.725449, 0.203233};

		Rotation = {-0.000001, -0.031273, 0.000001, 0.999511};

		PrimType = ePrimBox;

		Sides = { 1.369250, 6.778909, -1.263301 };

	}

}

