Small_Footstep
{
animname=walk_lp;
framenum=31;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=42;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=5;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=19;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=31;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=42;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=5;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=walk_lp;
framenum=19;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=run_lp;
framenum=21;
bone="d_l_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=run_lp;
framenum=27;
bone="d_l_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=run_lp;
framenum=4;
bone="d_r_foot";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Footstep
{
animname=run_lp;
framenum=12;
bone="d_r_hand";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.200000;
locatoroffsetz = 0.000000;
}

Small_Impact
{
animname=hit_lt;
framenum=12;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.800000;
locatoroffsetz = 0.000000;
}

Small_Impact
{
animname=hit_rt;
framenum=12;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.800000;
locatoroffsetz = 0.000000;
}

Small_Impact
{
animname=fall_st;
framenum=23;
bone="d";
locatoroffsettype = "world";
locatoroffsetx = 0.000000;
locatoroffsety = 0.800000;
locatoroffsetz = 0.000000;
}


PreviewScene
{
	CamPosition = {0, -1.5, -6.0};
	CamAngle = 0;

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

	Model
	{
		Model = Kentro;
		Animation = walk_lp;
		Position = {0.4, 0, 0};
		RotationY = -90;
	}

	Model
	{
#ifdef TOSHI_SKU_PS2
		Model = vismps2;
#else
		Model = vismneut;
#endif
		Light = silhouette;
		Position = {-2.8, 0.0, 0};
		RotationY = -17;
		Animation = idle_brth_lp;
	}

}
Sound_BreakPoints
{
	Footstep_BreakPoints
	{
		Footstep
		{
			duration=0.0;
			magnitude=0.0;
			radius=0.0;
			fadeduration=0.0;

			// sound id FALL
			SFX_MEDSTEP001
			{
				animname=fall_rt;
				framenum=20;
				type=sound;
			}
			// sound id FALL
			SFX_LHERBSTEP01
			{
				animname=fall_rt;
				framenum=25;
				type=sound;
			}
			// sound id HIT RT
			SFX_MEDSTEP001
			{
				animname=hit_rt;
				framenum=20;
				type=sound;
			}
			// sound id HIT LT
			SFX_MEDSTEP001
			{
				animname=hit_lt;
				framenum=20;
				type=sound;
			}
			// sound id REST
			SFX_GENSITG
			{
				animname=rest_st;
				framenum=20;
				type=sound;
			}
			// sound id REST
			SFX_GENSITL
			{
				animname=rest_st;
				framenum=50;
				type=sound;
			}
			// sound id REST
			SFX_GENSITG
			{
				animname=rest_ed;
				framenum=20;
				type=sound;
			}
			// sound id REST
			SFX_GENSITL
			{
				animname=rest_ed;
				framenum=35;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_lp;
				framenum=5;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_lp;
				framenum=18;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_lp;
				framenum=30;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_lp;
				framenum=42;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_inj_lp;
				framenum=6;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_inj_lp;
				framenum=18;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_inj_lp;
				framenum=30;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=walk_inj_lp;
				framenum=42;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=run_lp;
				framenum=5;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=run_lp;
				framenum=13;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=run_lp;
				framenum=21;
				type=sound;
			}
			// sound id
			SFX_MEDSTEP001
			{
				animname=run_lp;
				framenum=27;
				type=sound;
			}
		}
	}
	// sound id
	SFX_KENTCALL01
	{
		animname=call_01_lp;
		framenum=1;
		volume=1.0;
		pitch=1.0;
	}
	// sound id
	SFX_KENTCALL01
	{
		animname=call_02_lp;
		framenum=1;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink DOWN
	SFX_WATER_IN
	{
		animname=drink_st;
		framenum=17;
		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 drink UP
	SFX_HERBTEAR01
	{
		animname=eat_lo_lp;
		framenum=7;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink UP
	SFX_HERBTEAR01
	{
		animname=eat_lo_lp;
		framenum=35;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink UP
	SFX_HERBTEAR01
	{
		animname=eat_md_lp;
		framenum=7;
		volume=1.0;
		pitch=1.0;
	}
	// sound id drink UP
	SFX_HERBTEAR01
	{
		animname=eat_md_lp;
		framenum=35;
		volume=1.0;
		pitch=1.0;
	}
	// sound id tailswipe
	SFX_TAILSWIPE
	{
		animname=tail_def;
		framenum=21;
		volume=1.0;
		pitch=1.0;
	}
	// sound id tailswipe
	SFX_TAILSWIPE
	{
		animname=tail_def;
		framenum=39;
		volume=1.0;
		pitch=1.0;
	}
	// sound id tailswipe
	SFX_TAILSWIPE
	{
		animname=tail_def;
		framenum=56;
		volume=1.0;
		pitch=1.0;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=idle_snz_lp;
		framenum=28;
		volume=1.0;
		pitch=2.9;
	}
	// sound id  KNOCKDOWN
	SFX_GENBORED01
	{
		animname=spcl_sctch_lp;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=shake_01_lp;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=shake_01_lp;
		framenum=30;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=rcl_lt;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=rcl_rt;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=hit_lt;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_KENTCALL01
	{
		animname=hit_rt;
		framenum=1;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_GENLSNIFF01
	{
		animname=idle_snif_lp;
		framenum=23;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_GENLSNIFF01
	{
		animname=idle_snif_lp;
		framenum=37;
		volume=1.0;
		pitch=1.9;
	}
	// sound id  KNOCKDOWN
	SFX_GENLSNIFF01
	{
		animname=idle_snif_lp;
		framenum=57;
		volume=1.0;
		pitch=1.9;
	}
}


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



BoundingGeometry

{

	Geom_Max["Tail1"]

	{

		BoneName = "d Tail1";

		Position = {0.431053, -0.208574, 0.092427};

		Rotation = {-0.000002, -0.109598, 0.000001, 0.993976};

		PrimType = ePrimBox;

		Sides = { 0.524247, 2.129348, 0.390992 };

	}

	Geom_Max["Head"]

	{

		BoneName = "d Neck1";

		Position = {0.373540, -0.156183, 0.150870};

		Rotation = {-0.000000, -0.988422, 0.000001, -0.151730};

		PrimType = ePrimBox;

		Sides = { 0.468177, 0.980710, 0.308755 };

	}

	Geom_Max["Body"]

	{

		BoneName = "d Spine";

		Position = {0.286476, -0.522715, 0.449173};

		Rotation = {-0.000001, -0.993022, 0.000001, 0.117933};

		PrimType = ePrimBox;

		Sides = { 1.538923, 2.862683, 1.015406 };

	}

}

