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

penguin_remap.TXT

START OF BONES

// Bone index #0

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

					// Index of parent (Spine)

NEXT BONE

// Bone index #1

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

// Bone index #2

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


// Bone index #3

Bone_RLB01
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)


NEXT BONE

// Bone index #4

Bone_LLB01
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)



NEXT BONE

// Bone index #5

Bone_RLF01
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)


NEXT BONE

// Bone index #6

Bone_LLF01
3						// Mass in kg
BOX						// Collision detection type
FALSE
0						// Index of parent (L Leg)


END OF BONES

START OF MOVES

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

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


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

31						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,1					// Direction of movement
pen_pissed.BON				// Biped export file name **********
0						// Flags


40						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,1					// Direction of movement
pen_move.BON				// Biped export file name **********
0						// Flags

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

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

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

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

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

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

111						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,1					// Direction of movement
pen_dance.BON				// Biped export file name
0						// Flags

112						// ID
30						// Default frame rate
Y						// Looping reset flags
0,0,1					// Direction of movement
pen_panic.BON				// Biped export file name **********
0						// Flags

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


END OF MOVES

// Other stuff

NONHUMANOID

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