Guest User

Untitled

a guest
Jul 20th, 2018
61
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.20 KB | None | 0 0
  1. // goku default.model
  2.  
  3. import "animations/common/default_sequences.model"
  4.  
  5. Mesh GokuBody {
  6. zMesh = "/players/goku/common/body.zMesh"
  7. skin = "/players/goku/common/body.skin"
  8. MorphState "WindBack" = "/players/goku/common/body_wind_back.zMesh"
  9. MorphState "WindFront" = "/players/goku/common/body_wind_front.zMesh"
  10. MorphState "WindLeft" = "/players/goku/common/body_wind_left.zMesh"
  11. MorphState "WindRight" = "/players/goku/common/body_wind_right.zMesh"
  12. MorphState "WindBulge" = "/players/goku/common/body_bulge.zMesh"
  13. }
  14.  
  15. Mesh GokuLegs {
  16. zMesh = "/players/goku/common/legs.zMesh"
  17. skin = "/players/goku/common/legs.skin"
  18. MorphState "WindBack" = "/players/goku/common/legs_wind_back.zMesh"
  19. MorphState "WindFront" = "/players/goku/common/legs_wind_front.zMesh"
  20. MorphState "WindLeft" = "/players/goku/common/legs_wind_left.zMesh"
  21. MorphState "WindRight" = "/players/goku/common/legs_wind_right.zMesh"
  22. MorphState "WindBulge" = "/players/goku/common/legs_bulge.zMesh"
  23. }
  24.  
  25. Mesh GokuArms {
  26. zMesh = "/players/goku/common/arms.zMesh"
  27. skin = "/players/goku/common/arms.skin"
  28. MorphState "WindBulge" = "/players/goku/common/arms_bulge.zMesh"
  29. }
  30.  
  31. Mesh GokuBelt {
  32. zMesh = "/players/goku/common/belt.zMesh"
  33. skin = "/players/goku/common/belt.skin"
  34. MorphState "WindBack" = "/players/goku/common/belt_wind_back.zMesh"
  35. MorphState "WindFront" = "/players/goku/common/belt_wind_front.zMesh"
  36. MorphState "WindLeft" = "/players/goku/common/belt_wind_left.zMesh"
  37. MorphState "WindRight" = "/players/goku/common/belt_wind_right.zMesh"
  38. }
  39.  
  40. Mesh GokuHead {
  41. zMesh = "/players/goku/tier1/head.zMesh"
  42. skin = "/players/goku/tier1/head.skin"
  43. MorphState "WindBack" = "/players/goku/common/tier1/head_wind_back.zMesh"
  44. MorphState "WindFront" = "/players/goku/common/tier1/head_wind_front.zMesh"
  45. MorphState "WindLeft" = "/players/goku/common/tier1/head_wind_left.zMesh"
  46. MorphState "WindRight" = "/players/goku/common/tier1/head_wind_right.zMesh"
  47. }
  48.  
  49. Animation TransformStart {
  50. zAnimation = "/players/goku/animations/gokuTransform.zAnimation"
  51. loop = false
  52. FrameRate = 24
  53. Range = 0 12
  54. }
  55. Animation TransformIdle {
  56. zAnimation = "/players/goku/animations/gokuTransform.zAnimation"
  57. loop = true
  58. FrameRate = 24
  59. Range = 12 36
  60. }
  61. Animation TransformEnd {
  62. zAnimation = "/players/goku/animations/gokuFinishTransform.zAnimation"
  63. FrameRate = 24
  64. }
  65.  
  66. Model {
  67. Meshes {
  68. Main GokuBody
  69. Add GokuLegs to Main
  70. Add GokuHead to Main
  71. Attach GokuBelt to "bone_belt_socket"
  72. Attach Mesh (
  73. zMesh = "/players/common/scouter.zMesh",
  74. skin = "/players/common/scouter_red.skin",
  75. MorphState "ScouterBroken" = "/players/common/scouter_broken.zMesh"
  76. ) to "bone_scouter_socket"
  77. }
  78. BoneGroups {
  79. "Head" {
  80. RootBone = "bone_head"
  81. }
  82. "LeftArm" {
  83. RootBone = "bone_left_upper_arm"
  84. }
  85. "RightArm" {
  86. RootBone = "bone_right_upper_arm"
  87. }
  88. "Torso" {
  89. RootBone = "bone_spine1"
  90. Ignore "bone_head"
  91. Ignore "bone_left_upper_arm"
  92. Ignore "bone_right_upper_arm"
  93. }
  94. "Upper" {
  95. Add "Torso"
  96. Add "LeftArm"
  97. Add "RightArm"
  98. Add "Head"
  99. }
  100. "Legs" {
  101. RootBone = "bone_pelvis"
  102. Ignore "bone_spine1"
  103. }
  104. "All" {
  105. RootBone = "bone_root"
  106. }
  107. }
  108. Sequence "Transform" {
  109. Force BoneGroup All {
  110. Play TransformStart
  111. Then Loop TransformIdle for 3.5
  112. Then Play TransformEnd
  113. }
  114. }
  115. Sequence "Run" {
  116. Force BoneGroup Legs {
  117. Loop DefaultRun // From common sequences
  118. }
  119. BoneGroup Torso {
  120. Loop DefaultRun
  121. }
  122. }
  123. Sequence "Skill1Charge" {
  124. Force BoneGroup Upper {
  125. Play SmallKiBlast_Charge
  126. Then Loop SmallKiBlast_Ready
  127. }
  128. BoneGroup Legs {
  129. Play SmallKiBlast_Charge
  130. Then Loop SmallKiBlast_Ready
  131. }
  132. }
  133. }
Add Comment
Please, Sign In to add comment