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

DOG.TXT

START OF BONES

// Bone index #0

Bone_01
10						// Mass in kg
BOX						// Collision detection type
NONE

NEXT BONE

// Bone index #1

Bone_N01
2						// Mass in kg
BOX					// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #2

Bone_N02
2						// Mass in kg
SPHERE					// Collision detection type
FALSE
1						// Index of parent (Neck)
	
NEXT BONE

// Bone index #3

Bone_T01
1						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (Spine)
	
NEXT BONE

// Bone index #4

Bone_RLB02
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)

NEXT BONE

// Bone index #5

Bone_RLB03
3						// Mass in kg
BOX						// Collision detection type
FALSE
4						// Index of parent (L Leg)

NEXT BONE

// Bone index #6

Bone_RLB04
2						// Mass in kg
BOX						// Collision detection type
FALSE
5						// Index of parent (L Leg)

NEXT BONE

// Bone index #7

Bone_LLB02
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)

NEXT BONE

// Bone index #8

Bone_LLB03
3						// Mass in kg
BOX						// Collision detection type
FALSE
7						// Index of parent (L Leg)

NEXT BONE

// Bone index #9

Bone_LLB04
2						// Mass in kg
BOX						// Collision detection type
FALSE
8						// Index of parent (L Leg)

NEXT BONE

// Bone index #10

Bone_RLF02
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)

NEXT BONE

// Bone index #11

Bone_RLF03
3						// Mass in kg
BOX						// Collision detection type
FALSE
10						// Index of parent (L Leg)

NEXT BONE

// Bone index #12

Bone_RLF04
2						// Mass in kg
BOX						// Collision detection type
FALSE
11						// Index of parent (L Leg)

NEXT BONE

// Bone index #13

Bone_LLF02
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)

NEXT BONE

// Bone index #14

Bone_LLF03
3						// Mass in kg
BOX						// Collision detection type
FALSE
13						// Index of parent (L Leg)

NEXT BONE

// Bone index #15

Bone_LLF04
2						// Mass in kg
BOX						// Collision detection type
FALSE
14						// Index of parent (L Leg)

END OF BONES

START OF MOVES

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

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



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


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

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


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

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

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

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

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

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

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

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

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

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


END OF MOVES

// Other stuff

NONHUMANOID

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