Advertisement
Guest User

Untitled

a guest
Jul 22nd, 2017
74
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 17.92 KB | None | 0 0
  1. // Created by Crowbar 0.42.0.0
  2.  
  3. $ModelName "Trent\CoDMWR\ArabMPRPG.mdl"
  4.  
  5. $Model "Head" "arabmprpg.smd" {
  6.  
  7. eyeball "eye_right" "ValveBiped.Bip01_Head1" -1.317997 -1.374998 67.053997 "eyeball_r" 1 4 "iris_unused" 0.55
  8. eyeball "eye_left" "ValveBiped.Bip01_Head1" 1.304003 -1.409998 67.057994 "eyeball_l" 1 -4 "iris_unused" 0.53
  9.  
  10. mouth 0 "mouth" "ValveBiped.Bip01_Head1" 0 1 0
  11.  
  12. flexfile "arabmp.vta"
  13. {
  14. defaultflex frame 0
  15. flexpair "AU1" 1 frame 1
  16. flexpair "AU2" 1 frame 2
  17. flexpair "AU4" 1 frame 3
  18. flexpair "AU12" 1 frame 4
  19. flexpair "AU15" 1 frame 5
  20. flexpair "AU17" 1 frame 6
  21. flexpair "AU10" 1 frame 7
  22. flexpair "AU17D" 1 frame 8
  23. flexpair "AU16" 1 frame 9
  24. flexpair "AU6" 1 frame 10
  25. flexpair "AU9" 1 frame 11
  26. flexpair "AU25" 1 frame 12
  27. flexpair "AU22" 1 frame 13
  28. flexpair "AU20" 1 frame 14
  29. flex "AU32" frame 15
  30. flex "AU24" frame 16
  31. flexpair "AU18" 1 frame 17
  32. flex "AU38" frame 18
  33. flex "AU31" frame 19
  34. flexpair "AU26" 1 frame 20
  35. flexpair "AU27" 1 frame 21
  36. flexpair "AU26Z" 1 frame 22
  37. flexpair "AU27Z" 1 frame 23
  38. flex "AD30L" frame 24
  39. flex "AD30R" frame 25
  40. flexpair "AU1AU2" 1 frame 26
  41. flexpair "AU1AU4" 1 frame 27
  42. flexpair "AU2AU4" 1 frame 28
  43. flexpair "AU12AU25" 1 frame 29
  44. flexpair "AU6Z" 1 frame 30
  45. flexpair "AU18Z" 1 frame 31
  46. flexpair "AU22Z" 1 frame 32
  47. flexpair "AU13" 1 frame 33
  48. flex "AD96L" frame 34
  49. flex "AD96R" frame 35
  50. flexpair "eyelid_droop" 1 frame 36
  51. flexpair "eyelid_raise" 1 frame 37
  52. flexpair "eyelid_wide" 1 frame 38
  53. flexpair "eyelid_squint" 1 frame 39
  54. flex "relax" frame 40
  55. flex "derp" frame 41
  56. flex "sphere" frame 42
  57. }
  58.  
  59. flexcontroller brow range 0 1 right_inner_raiser
  60. flexcontroller brow range 0 1 left_inner_raiser
  61. flexcontroller brow range 0 1 right_outer_raiser
  62. flexcontroller brow range 0 1 left_outer_raiser
  63. flexcontroller brow range 0 1 right_lowerer
  64. flexcontroller brow range 0 1 left_lowerer
  65. flexcontroller nose range 0 1 right_cheek_raiser
  66. flexcontroller nose range 0 1 left_cheek_raiser
  67. flexcontroller nose range 0 1 right_wrinkler
  68. flexcontroller nose range 0 1 left_wrinkler
  69. flexcontroller nose range 0 1 dilator
  70. flexcontroller mouth range 0 1 right_upper_raiser
  71. flexcontroller mouth range 0 1 left_upper_raiser
  72. flexcontroller mouth range 0 1 right_corner_puller
  73. flexcontroller mouth range 0 1 left_corner_puller
  74. flexcontroller mouth range 0 1 right_corner_depressor
  75. flexcontroller mouth range 0 1 left_corner_depressor
  76. flexcontroller mouth range 0 1 chin_raiser
  77. flexcontroller phoneme range 0 1 right_part
  78. flexcontroller phoneme range 0 1 left_part
  79. flexcontroller phoneme range 0 1 right_puckerer
  80. flexcontroller phoneme range 0 1 left_puckerer
  81. flexcontroller phoneme range 0 2 right_funneler
  82. flexcontroller phoneme range 0 2 left_funneler
  83. flexcontroller phoneme range 0 1 right_stretcher
  84. flexcontroller phoneme range 0 1 left_stretcher
  85. flexcontroller phoneme range 0 1 bite
  86. flexcontroller phoneme range 0 1 presser
  87. flexcontroller phoneme range 0 1 tightener
  88. flexcontroller phoneme range 0 1 jaw_clencher
  89. flexcontroller phoneme range 0 2 jaw_drop
  90. flexcontroller phoneme range 0 1 right_mouth_drop
  91. flexcontroller phoneme range 0 1 left_mouth_drop
  92. flexcontroller mouth range 0 1 right_cheek_puffer
  93. flexcontroller mouth range 0 1 left_cheek_puffer
  94. flexcontroller mouth range -1 1 mouth_sideways
  95. flexcontroller mouth range -1 1 jaw_sideways
  96. flexcontroller mouth range 0 1 lower_lip
  97. flexcontroller phoneme range 0 1 Eyelid_droop_Right
  98. flexcontroller phoneme range 0 1 eyelid_droop_Left
  99. flexcontroller phoneme range 0 1 Eyelid_raise_right
  100. flexcontroller phoneme range 0 1 eyelid_raise_left
  101. flexcontroller phoneme range 0 1 Eyelid_wide_Right
  102. flexcontroller phoneme range 0 1 eyelid_wide_Left
  103. flexcontroller phoneme range 0 1 Eyelid_squint_right
  104. flexcontroller phoneme range 0 1 eyelid_squint_left
  105. flexcontroller phoneme range 0 1 Relax
  106. flexcontroller phoneme range 0 1 Derp
  107. flexcontroller phoneme range 0 1 sphere
  108. flexcontroller eyes range -45 45 eyes_updown
  109. flexcontroller eyes range -45 45 eyes_rightleft
  110.  
  111. localvar biter
  112. localvar AU1AU2AU4R
  113. localvar AU1AU2AU4L
  114. localvar right_open
  115. localvar left_open
  116. localvar right_lip_suppressor
  117. localvar left_lip_suppressor
  118. localvar lower_lip_active
  119. localvar right_scaled_part
  120. localvar left_scaled_part
  121. localvar right_raiser_suppressor
  122. localvar left_raiser_suppressor
  123. localvar right_depressor_suppressor
  124. localvar left_depressor_suppressor
  125. localvar right_corner_suppressor
  126. localvar left_corner_suppressor
  127. localvar right_drop_suppressor
  128. localvar left_drop_suppressor
  129. localvar right_drop
  130. localvar left_drop
  131. localvar right_au_open
  132. localvar left_au_open
  133. localvar jaw_overage
  134. localvar jaw_underage
  135. localvar jaw_blend
  136. %biter = bite
  137. %AU1R = right_inner_raiser * (1 - right_outer_raiser) * (1 - right_lowerer)
  138. %AU1L = left_inner_raiser * (1 - left_outer_raiser) * (1 - left_lowerer)
  139. %AU2R = right_outer_raiser * (1 - right_inner_raiser) * (1 - right_lowerer)
  140. %AU2L = left_outer_raiser * (1 - left_inner_raiser) * (1 - left_lowerer)
  141. %AU4R = right_lowerer * (1 - right_inner_raiser) * (1 - right_outer_raiser)
  142. %AU4L = left_lowerer * (1 - left_inner_raiser) * (1 - left_outer_raiser)
  143. %AU1AU2AU4R = right_inner_raiser * right_outer_raiser * right_lowerer
  144. %AU1AU2AU4L = left_inner_raiser * left_outer_raiser * left_lowerer
  145. %AU1AU2R = right_inner_raiser * right_outer_raiser * (1 - right_lowerer) + %AU1AU2AU4R / 2
  146. %AU1AU2L = left_inner_raiser * left_outer_raiser * (1 - left_lowerer) + %AU1AU2AU4L / 2
  147. %AU1AU4R = right_inner_raiser * (1 - right_outer_raiser) * right_lowerer + %AU1AU2AU4R / 2
  148. %AU1AU4L = left_inner_raiser * (1 - left_outer_raiser) * left_lowerer + %AU1AU2AU4L / 2
  149. %AU2AU4R = right_outer_raiser * (1 - right_inner_raiser) * right_lowerer + %AU1AU2AU4R / 2
  150. %AU2AU4L = left_outer_raiser * (1 - left_inner_raiser) * left_lowerer + %AU1AU2AU4L / 2
  151. %AU38 = dilator
  152. %lower_lip_active = lower_lip * (1 - min((jaw_drop / 2), 1))
  153. %right_open = right_part + right_puckerer + right_funneler + right_upper_raiser * 0.5 + %lower_lip_active
  154. %left_open = left_part + left_puckerer + left_funneler + left_upper_raiser * 0.5 + %lower_lip_active
  155. %right_lip_suppressor = (1 - presser) * (1 - %biter)
  156. %left_lip_suppressor = (1 - presser) * (1 - %biter)
  157. %AU6R = right_cheek_raiser
  158. %AU6L = left_cheek_raiser
  159. %right_scaled_part = right_part * (1 - right_puckerer * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor
  160. %left_scaled_part = left_part * (1 - left_puckerer * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor
  161. %AU25R = %right_scaled_part * (1 - right_corner_puller)
  162. %AU25L = %left_scaled_part * (1 - left_corner_puller)
  163. %AU12AU25R = %right_scaled_part * right_corner_puller
  164. %AU12AU25L = %left_scaled_part * left_corner_puller
  165. %AU18R = right_puckerer * (1 - right_part * (1 / 2 - right_funneler * 1 / 6) - right_funneler * 1 / 4) * %right_lip_suppressor
  166. %AU18L = left_puckerer * (1 - left_part * (1 / 2 - left_funneler * 1 / 6) - left_funneler * 1 / 4) * %left_lip_suppressor
  167. %AU22R = right_funneler * (1 - right_part * (1 / 2 - right_puckerer * 1 / 3) - right_puckerer * 1 / 2) * %right_lip_suppressor
  168. %AU22L = left_funneler * (1 - left_part * (1 / 2 - left_puckerer * 1 / 3) - left_puckerer * 1 / 2) * %left_lip_suppressor
  169. %right_raiser_suppressor = (1 - 0.3 * %AU22R) * (1 - 0.5 * %AU18R) * (1 - presser) * (1 - %biter) * (1 - right_corner_puller) * (1 - 0.5 * jaw_drop)
  170. %left_raiser_suppressor = (1 - 0.3 * %AU22L) * (1 - 0.5 * %AU18L) * (1 - presser) * (1 - %biter) * (1 - left_corner_puller) * (1 - 0.5 * jaw_drop)
  171. %AU9R = right_wrinkler * %right_raiser_suppressor * (1 - right_upper_raiser)
  172. %AU9L = left_wrinkler * %left_raiser_suppressor * (1 - left_upper_raiser)
  173. %AU10R = right_upper_raiser * %right_raiser_suppressor
  174. %AU10L = left_upper_raiser * %left_raiser_suppressor
  175. %AU25R = %AU25R * (1 - %AU10R) * (1 - %AU9R)
  176. %AU25L = %AU25L * (1 - %AU10L) * (1 - %AU9L)
  177. %AU17R = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25R + %AU12AU25R + %AU18R + %AU22R + %AU10R)))
  178. %AU17L = chin_raiser * (1 - jaw_drop * 0.5) * (1 - %biter) * max(0, (1 - 2 * (%AU25L + %AU12AU25L + %AU18L + %AU22L + %AU10L)))
  179. %right_depressor_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor)
  180. %left_depressor_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor)
  181. %AU15R = right_corner_depressor * right_corner_depressor * %right_depressor_suppressor
  182. %AU15L = left_corner_depressor * left_corner_depressor * %left_depressor_suppressor
  183. %right_corner_suppressor = 1 / (%AU18R * 0.8 + %AU22R * 0.8 + %AU17R + %biter + right_corner_puller + right_stretcher + right_corner_depressor) * (1 - jaw_drop * 0.25)
  184. %left_corner_suppressor = 1 / (%AU18L * 0.8 + %AU22L * 0.8 + %AU17L + %biter + left_corner_puller + left_stretcher + left_corner_depressor) * (1 - jaw_drop * 0.25)
  185. %AU12R = right_corner_puller * right_corner_puller * %right_corner_suppressor * (1 - right_part)
  186. %AU12L = left_corner_puller * left_corner_puller * %left_corner_suppressor * (1 - left_part)
  187. %AU20R = right_stretcher * right_stretcher * %right_corner_suppressor
  188. %AU20L = left_stretcher * left_stretcher * %left_corner_suppressor
  189. %right_drop_suppressor = 1 / (0.5 * %right_open + right_mouth_drop) * (1 - presser) * (1 - %biter)
  190. %left_drop_suppressor = 1 / (0.5 * %left_open + left_mouth_drop) * (1 - presser) * (1 - %biter)
  191. %right_drop = right_mouth_drop * right_mouth_drop * %right_drop_suppressor
  192. %left_drop = left_mouth_drop * left_mouth_drop * %left_drop_suppressor
  193. %right_au_open = min((%AU18R + %AU25R + %AU12AU25R + 0.5 * %AU22R + %AU20R + %AU12R), 1)
  194. %left_au_open = min((%AU18L + %AU25L + %AU12AU25L + 0.5 * %AU22L + %AU20L + %AU12L), 1)
  195. %AU32 = bite
  196. %AU24 = presser + (1 - presser) * tightener
  197. %AU31 = jaw_clencher * jaw_clencher / (jaw_clencher + min(jaw_drop, 1))
  198. %AD96L = max(-mouth_sideways, 0) * (1 - 0.5 * %right_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter)
  199. %AD96R = max(mouth_sideways, 0) * (1 - 0.5 * %left_au_open) * (1 - %right_drop * jaw_drop * 0.25) * (1 - 0.5 * %biter)
  200. %AD30L = max(-jaw_sideways, 0)
  201. %AD30R = max(jaw_sideways, 0)
  202. %jaw_overage = max(0, ((jaw_drop - 1) * (1 - presser) * (1 - %biter) * (1 - 0.5 * max(%right_au_open, %left_au_open))))
  203. %jaw_underage = min(jaw_drop, 1) - %jaw_overage
  204. %jaw_blend = jaw_drop / (jaw_clencher + jaw_drop)
  205. %AU26R = %jaw_underage * (1 - %right_drop) * %jaw_blend
  206. %AU26L = %jaw_underage * (1 - %left_drop) * %jaw_blend
  207. %AU27R = %jaw_underage * %right_drop * %jaw_blend
  208. %AU27L = %jaw_underage * %left_drop * %jaw_blend
  209. %AU26ZR = %jaw_overage * (1 - %right_drop) * %jaw_blend
  210. %AU26ZL = %jaw_overage * (1 - %left_drop) * %jaw_blend
  211. %AU27ZR = %jaw_overage * %right_drop * %jaw_blend
  212. %AU27ZL = %jaw_overage * %left_drop * %jaw_blend
  213. %AU22ZR = max(0, (%AU22R - 1))
  214. %AU22ZL = max(0, (%AU22L - 1))
  215. %AU22R = min(%AU22R, 1) - %AU22ZR
  216. %AU22L = min(%AU22L, 1) - %AU22ZL
  217. %AU16L = %lower_lip_active * %left_lip_suppressor
  218. %AU16R = %lower_lip_active * %right_lip_suppressor
  219. %mouth = %AU27R * 0.5 + %AU27L * 0.5 + %AU27ZR * 0.5 + %AU27ZL * 0.5 + %AU26ZR * 0.35 + %AU26ZL * 0.35 + %AU22R * 0.35 + %AU22L * 0.35 + %AU18R * 0.25 + %AU18L * 0.25 + %AU25R * 0.35 + %AU25L * 0.35 + %AU32 * 0.5 + %AU12AU25R * 0.5 + %AU12AU25L * 0.5 + %AU16L * 0.3 + %AU16R * 0.3 + %AU10R * 0.5 + %AU10L * 0.5
  220. %AU13R = right_cheek_puffer * max(0, (1 - %mouth * 3))
  221. %AU13L = left_cheek_puffer * max(0, (1 - %mouth * 3))
  222. %eyelid_droopR = Eyelid_droop_Right
  223. %eyelid_droopL = eyelid_droop_Left
  224. %eyelid_raiseR = Eyelid_raise_right
  225. %eyelid_raiseL = eyelid_raise_left
  226. %eyelid_wideR = Eyelid_wide_Right
  227. %eyelid_wideL = eyelid_wide_Left
  228. %eyelid_squintR = Eyelid_squint_right
  229. %eyelid_squintL = eyelid_squint_left
  230. %relax = Relax
  231. %derp = Derp
  232. %sphere = sphere
  233. }
  234.  
  235.  
  236. $SurfaceProp "flesh"
  237.  
  238. $Contents "solid"
  239.  
  240. $EyePosition 0 0 70
  241.  
  242. $MaxEyeDeflection 90
  243.  
  244. $MostlyOpaque
  245.  
  246. $CDMaterials "models\Trent\CoDMWR\Arab\"
  247. $CDMaterials "models\Trent\CoDMWR\Arab\Head\"
  248.  
  249. $TextureGroup "skinfamilies"
  250. {
  251. { "head_m_arab_1_col" }
  252. { "head_m_arab_2_col" }
  253. { "head_m_arab_3_col" }
  254. { "head_m_arab_4_col" }
  255. { "head_m_arab_5_col" }
  256. { "head_m_arab_6_col" }
  257. }
  258.  
  259. $Attachment "eyes" "ValveBiped.Bip01_Head1" 3.67 -4.32 0 rotate 0 -80.1 -90
  260. $Attachment "mouth" "ValveBiped.Bip01_Head1" 1 -6.5 0 rotate 0 -80 -90
  261. $Attachment "chest" "ValveBiped.Bip01_Spine2" 5 4 0 rotate 0 90 90
  262. $Attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
  263. $Attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
  264.  
  265. $CBox 0 0 0 0 0 0
  266.  
  267. $BBox -20.004 -21.732 -2.978 14.516 21.616 74.486
  268.  
  269. // $HBoxSet "default"
  270. // $HBox 1 "ValveBiped.Bip01_Head1" -1.25 -6.5 -3.19 8.25 3.5 3.31 ""
  271. // $HBox 4 "ValveBiped.Bip01_L_UpperArm" 0 -2.75 -2.75 12.51 1.75 2.25 ""
  272. // $HBox 4 "ValveBiped.Bip01_L_Forearm" 0 -2.19 -2.38 13 1.81 1.62 ""
  273. // $HBox 4 "ValveBiped.Bip01_L_Hand" 0.06 -2 -1.5 4.06 1 2.5 ""
  274. // $HBox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3 -2.25 12.39 2 2.75 ""
  275. // $HBox 5 "ValveBiped.Bip01_R_Forearm" -0.5 -2.2 -1.55 12.5 1.8 2.45 ""
  276. // $HBox 5 "ValveBiped.Bip01_R_Hand" 0.06 -2 -2.5 4.06 1 1.5 ""
  277. // $HBox 6 "ValveBiped.Bip01_L_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 ""
  278. // $HBox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72 ""
  279. // $HBox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16 ""
  280. // $HBox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46 ""
  281. // $HBox 7 "ValveBiped.Bip01_R_Thigh" 0 -3.75 -3.25 17.85 3.75 3.25 ""
  282. // $HBox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18 ""
  283. // $HBox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72 ""
  284. // $HBox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1 ""
  285. // $HBox 3 "ValveBiped.Bip01_Pelvis" -7.5 -5.5 -6 7.5 8.5 5 ""
  286. // $HBox 2 "ValveBiped.Bip01_Spine2" -2.5 -2.5 -7 14.5 7.5 7 ""
  287. // $SkipBoneInBBox
  288.  
  289. $IncludeModel "m_anm.mdl"
  290. $IncludeModel "m_gst.mdl"
  291. $IncludeModel "m_pst.mdl"
  292. $IncludeModel "m_shd.mdl"
  293. $IncludeModel "m_ss.mdl"
  294.  
  295.  
  296. $Sequence "ragdoll" {
  297. "arabmp_anims\ragdoll.smd"
  298. activity "ACT_DIERAGDOLL" 1
  299. fadein 0.2
  300. fadeout 0.2
  301. fps 30
  302. }
  303.  
  304. $IKChain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
  305. $IKChain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
  306. $IKChain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
  307. $IKChain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
  308.  
  309. $CollisionJoints "arabmp_physics.smd"
  310. {
  311. $mass 110
  312. $inertia 10
  313. $damping 0.01
  314. $rotdamping 1.5
  315. $rootbone " "
  316.  
  317.  
  318. $jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -57 32 0
  319. $jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -53 46 0
  320. $jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -73 66 0
  321.  
  322. $jointconstrain "ValveBiped.Bip01_L_Calf" x limit -39 39 0
  323. $jointconstrain "ValveBiped.Bip01_L_Calf" y limit -21 21 0
  324. $jointconstrain "ValveBiped.Bip01_L_Calf" z limit -12 180 0
  325.  
  326. $jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -23 66 0
  327. $jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -48 68 0
  328. $jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -77 53 0
  329.  
  330. $jointconstrain "ValveBiped.Bip01_R_Calf" x limit -41 41 0
  331. $jointconstrain "ValveBiped.Bip01_R_Calf" y limit -8 180 0
  332. $jointconstrain "ValveBiped.Bip01_R_Calf" z limit -30 30 0
  333.  
  334. $jointconstrain "ValveBiped.Bip01_R_Foot" x limit -91 91 0
  335. $jointconstrain "ValveBiped.Bip01_R_Foot" y limit -66 66 0
  336. $jointconstrain "ValveBiped.Bip01_R_Foot" z limit -64 64 0
  337.  
  338. $jointconstrain "ValveBiped.Bip01_Spine1" x limit 0 23 0
  339. $jointconstrain "ValveBiped.Bip01_Spine1" y limit -26 28 0
  340. $jointconstrain "ValveBiped.Bip01_Spine1" z limit -31 32 0
  341.  
  342. $jointconstrain "ValveBiped.Bip01_Spine2" x limit -32 19 0
  343. $jointconstrain "ValveBiped.Bip01_Spine2" y limit -39 39 0
  344. $jointconstrain "ValveBiped.Bip01_Spine2" z limit -57 57 0
  345.  
  346. $jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit 0 0 0
  347. $jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -46 57 0
  348. $jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit -37 64 0
  349.  
  350. $jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -64 75 0
  351. $jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -84 84 0
  352. $jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -100 88 0
  353.  
  354. $jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit 0 0 0
  355. $jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -28 30 0
  356. $jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit -30 57 0
  357.  
  358. $jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -82 82 0
  359. $jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -82 82 0
  360. $jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -75 75 0
  361.  
  362. $jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -53 53 0
  363. $jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -160 39 0
  364. $jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -23 23 0
  365.  
  366. $jointconstrain "ValveBiped.Bip01_R_Hand" x limit -91 91 0
  367. $jointconstrain "ValveBiped.Bip01_R_Hand" y limit -97 97 0
  368. $jointconstrain "ValveBiped.Bip01_R_Hand" z limit -102 102 0
  369.  
  370. $jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -47 47 0
  371. $jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -21 21 0
  372. $jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -155 41 0
  373.  
  374. $jointconstrain "ValveBiped.Bip01_Neck1" x limit -29 29 0
  375. $jointconstrain "ValveBiped.Bip01_Neck1" y limit -19 19 0
  376. $jointconstrain "ValveBiped.Bip01_Neck1" z limit -35 35 0
  377.  
  378. $jointconstrain "ValveBiped.Bip01_Head1" x limit -64 64 0
  379. $jointconstrain "ValveBiped.Bip01_Head1" y limit -50 50 0
  380. $jointconstrain "ValveBiped.Bip01_Head1" z limit -66 66 0
  381.  
  382. $jointconstrain "ValveBiped.Bip01_L_Hand" x limit -91 91 0
  383. $jointconstrain "ValveBiped.Bip01_L_Hand" y limit -117 117 0
  384. $jointconstrain "ValveBiped.Bip01_L_Hand" z limit -111 111 0
  385.  
  386. $jointconstrain "ValveBiped.Bip01_L_Foot" x limit -111 111 0
  387. $jointconstrain "ValveBiped.Bip01_L_Foot" y limit -100 100 0
  388. $jointconstrain "ValveBiped.Bip01_L_Foot" z limit -82 82 0
  389. $noselfcollisions
  390. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement