30						// Max simple physicing at once
10						// Max boned physicing at once
30						// Max rendering at once
30						// Max stored dismembered characters

MAN.TXT

START OF BONES

// Bone index #0

Bip01 Spine
20						// Mass in kg
BOX						// Collision detection type
NONE

NEXT BONE

// Bone index #1

Bip01 Head
4						// Mass in kg
SPHERE					// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #2

Bip01 L Leg
8						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #3

Bip01 L Leg1
7						// Mass in kg
BOX						// Collision detection type
FALSE
2						// Index of parent (L Leg)

NEXT BONE

// Bone index #4

Bip01 R Leg
8						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #5

Bip01 R Leg1
7						// Mass in kg
BOX						// Collision detection type
FALSE
4						// Index of parent (R Leg)

NEXT BONE

// Bone index #6

Bip01 L Arm1
4						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #7

Bip01 L Arm2
4						// Mass in kg
BOX					// Collision detection type
FALSE
6						// Index of parent (L Arm1)

NEXT BONE

// Bone index #8

Bip01 R Arm1
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #9

Bip01 R Arm2
3						// Mass in kg
BOX						// Collision detection type
FALSE
8						// Index of parent (R Arm1)

END OF BONES

START OF MOVES

0						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still.SKL			// Biped export file name
0						// Flags

1						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name
0						// Flags

2						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_scared.SKL			// Biped export file name
0						// Flags

3						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
jump_out_of_skin.SKL			// Biped export file name **********
0						// Flags

4						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_silly_scared.SKL			// Biped export file name **********
0						// Flags

5						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_mrl.SKL			// Biped export file name **********
0						// Flags

6						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_mll.SKL			// Biped export file name **********
0						// Flags

10						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_plead.SKL			// Biped export file name
0						// Flags

11						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
on_knees_mercy.SKL			// Biped export file name
0						// Flags

12						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
on_knees_mercy.SKL			// Biped export file name **********
0						// Flags

13						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
out_of_breathe.SKL			// Biped export file name
0						// Flags

14						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
on_knees_mercy.SKL			// Biped export file name **********
0						// Flags

20						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags

21						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags

22						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags


30						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
walk_normal_male.SKL			// Biped export file name
0						// Flags

31						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
pissed_person.SKL			// Biped export file name **********
0						// Flags


40						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
run_slow.SKL				// Biped export file name **********
0						// Flags

41						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
run_fast.SKL				// Biped export file name **********
0						// Flags

42						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
run_slow.SKL				// Biped export file name **********
0						// Flags


50						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
missing_left_leg_hop.SKL				// Biped export file name **********
0						// Flags

51						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
missing_right_leg_hop.SKL				// Biped export file name **********
0						// Flags

52						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
run_slow.SKL				// Biped export file name **********
0						// Flags


60						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags

61						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags

62						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags

63						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags

64						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
stand_still_look_around.SKL			// Biped export file name **********
0						// Flags


70						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name **********
0						// Flags

71						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name **********
0						// Flags

72						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name **********
0						// Flags

73						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name **********
0						// Flags

74						// ID
30						// Default frame rate
None					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name **********
0						// Flags


80						// ID
30						// Default frame rate
none					// Looping reset flags
0,0,1					// Direction of movement
get_up_back.SKL			// Biped export file name
1						// Flags

81						// ID
30						// Default frame rate
none					// Looping reset flags
0,0,1					// Direction of movement
get_up_front.SKL		// Biped export file name
1						// Flags

82						// ID
30						// Default frame rate
none					// Looping reset flags
0,0,1					// Direction of movement
get_up_back_mll.SKL				// Biped export file name **********
1						// Flags

83						// ID
30						// Default frame rate
none					// Looping reset flags
0,0,1					// Direction of movement
get_up_back_mrl.SKL				// Biped export file name **********
1						// Flags

84						// ID
30						// Default frame rate
none					// Looping reset flags
0,0,1					// Direction of movement
get_up_front_mll.SKL				// Biped export file name **********
1						// Flags

85						// ID
30						// Default frame rate
none					// Looping reset flags
0,0,1					// Direction of movement
get_up_front_mrl.SKL				// Biped export file name **********
1						// Flags


90						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
hit_by_car_slow.SKL				// Biped export file name
0						// Flags

91						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
hit_by_car_med.SKL				// Biped export file name
0						// Flags

92						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
hit_by_car_med.SKL				// Biped export file name
0						// Flags

93						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name
0						// Flags

94						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
dead_body_flat.SKL				// Biped export file name
0						// Flags

95						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
FALL.SKL				// Biped export file name **********
0						// Flags

96						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
squashed_against_wall.SKL				// Biped export file name
1						// Flags

97						// ID
30						// Default frame rate
XYZ					// Looping reset flags
0,0,1					// Direction of movement
dead_body_fly_through_air.SKL				// Biped export file name
0						// Flags


110						// ID
30						// Default frame rate
XYZ						// Looping reset flags
0,0,1					// Direction of movement
drowning.SKL			// Biped export file name **********
0						// Flags

111						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
silly_dance.SKL				// Biped export file name
0						// Flags

112						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
panicking_peds.SKL				// Biped export file name **********
0						// Flags

113						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,0					// Direction of movement
squashed_against_wall.SKL				// Biped export file name **********
0						// Flags


END OF MOVES

// Other stuff

HUMANOID

1						// Index of head bone
-1						// Direction axis when lying down (A)
1						// Direction axis when lying down (B)
