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- // goku default.model
- import "animations/common/default_sequences.model"
- Mesh GokuBody {
- zMesh = "/players/goku/common/body.zMesh"
- skin = "/players/goku/common/body.skin"
- MorphState "WindBack" = "/players/goku/common/body_wind_back.zMesh"
- MorphState "WindFront" = "/players/goku/common/body_wind_front.zMesh"
- MorphState "WindLeft" = "/players/goku/common/body_wind_left.zMesh"
- MorphState "WindRight" = "/players/goku/common/body_wind_right.zMesh"
- MorphState "WindBulge" = "/players/goku/common/body_bulge.zMesh"
- }
- Mesh GokuLegs {
- zMesh = "/players/goku/common/legs.zMesh"
- skin = "/players/goku/common/legs.skin"
- MorphState "WindBack" = "/players/goku/common/legs_wind_back.zMesh"
- MorphState "WindFront" = "/players/goku/common/legs_wind_front.zMesh"
- MorphState "WindLeft" = "/players/goku/common/legs_wind_left.zMesh"
- MorphState "WindRight" = "/players/goku/common/legs_wind_right.zMesh"
- MorphState "WindBulge" = "/players/goku/common/legs_bulge.zMesh"
- }
- Mesh GokuArms {
- zMesh = "/players/goku/common/arms.zMesh"
- skin = "/players/goku/common/arms.skin"
- MorphState "WindBulge" = "/players/goku/common/arms_bulge.zMesh"
- }
- Mesh GokuBelt {
- zMesh = "/players/goku/common/belt.zMesh"
- skin = "/players/goku/common/belt.skin"
- MorphState "WindBack" = "/players/goku/common/belt_wind_back.zMesh"
- MorphState "WindFront" = "/players/goku/common/belt_wind_front.zMesh"
- MorphState "WindLeft" = "/players/goku/common/belt_wind_left.zMesh"
- MorphState "WindRight" = "/players/goku/common/belt_wind_right.zMesh"
- }
- Mesh GokuHead {
- zMesh = "/players/goku/tier1/head.zMesh"
- skin = "/players/goku/tier1/head.skin"
- MorphState "WindBack" = "/players/goku/common/tier1/head_wind_back.zMesh"
- MorphState "WindFront" = "/players/goku/common/tier1/head_wind_front.zMesh"
- MorphState "WindLeft" = "/players/goku/common/tier1/head_wind_left.zMesh"
- MorphState "WindRight" = "/players/goku/common/tier1/head_wind_right.zMesh"
- }
- Animation TransformStart {
- zAnimation = "/players/goku/animations/gokuTransform.zAnimation"
- loop = false
- FrameRate = 24
- Range = 0 12
- }
- Animation TransformIdle {
- zAnimation = "/players/goku/animations/gokuTransform.zAnimation"
- loop = true
- FrameRate = 24
- Range = 12 36
- }
- Animation TransformEnd {
- zAnimation = "/players/goku/animations/gokuFinishTransform.zAnimation"
- FrameRate = 24
- }
- Model {
- Meshes {
- Main GokuBody
- Add GokuLegs to Main
- Add GokuHead to Main
- Attach GokuBelt to "bone_belt_socket"
- Attach Mesh (
- zMesh = "/players/common/scouter.zMesh",
- skin = "/players/common/scouter_red.skin",
- MorphState "ScouterBroken" = "/players/common/scouter_broken.zMesh"
- ) to "bone_scouter_socket"
- }
- BoneGroups {
- "Head" {
- RootBone = "bone_head"
- }
- "LeftArm" {
- RootBone = "bone_left_upper_arm"
- }
- "RightArm" {
- RootBone = "bone_right_upper_arm"
- }
- "Torso" {
- RootBone = "bone_spine1"
- Ignore "bone_head"
- Ignore "bone_left_upper_arm"
- Ignore "bone_right_upper_arm"
- }
- "Upper" {
- Add "Torso"
- Add "LeftArm"
- Add "RightArm"
- Add "Head"
- }
- "Legs" {
- RootBone = "bone_pelvis"
- Ignore "bone_spine1"
- }
- "All" {
- RootBone = "bone_root"
- }
- }
- Sequence "Transform" {
- Force BoneGroup All {
- Play TransformStart
- Then Loop TransformIdle for 3.5
- Then Play TransformEnd
- }
- }
- Sequence "Run" {
- Force BoneGroup Legs {
- Loop DefaultRun // From common sequences
- }
- BoneGroup Torso {
- Loop DefaultRun
- }
- }
- Sequence "Skill1Charge" {
- Force BoneGroup Upper {
- Play SmallKiBlast_Charge
- Then Loop SmallKiBlast_Ready
- }
- BoneGroup Legs {
- Play SmallKiBlast_Charge
- Then Loop SmallKiBlast_Ready
- }
- }
- }
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