class SIX_M249_eotech { skeletonName="Six_m249_Eotech"; class Animations { class reload_magazine { type="rotationZ"; // The type of animation. source="reloadMagazine"; // The controller that provides input. selection="magazine"; // The name of the skeleton bone used. axis="magazine_axis"; // The name of the axis in the model. minPhase=1.2; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0. maxPhase=1.8; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1. minValue="0"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="1"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. angle0="0"; // The starting angle of this animation, where the animation phase is 0. angle1="rad -90"; // The ending angle of this animation, where the animation phase is 1. }; class rise_cover { type="rotationZ"; // The type of animation. source="reloadMagazine"; // The controller that provides input. selection="cover"; // The name of the skeleton bone used. axis="cover_axis"; // The name of the axis in the model. minPhase=0; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0. maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1. minValue="0"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=".2"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. angle0="0"; // The starting angle of this animation, where the animation phase is 0. angle1="rad -90"; // The ending angle of this animation, where the animation phase is 1. }; class trigger { type="rotationZ"; //The type of animation. source="reload"; //The controller that provides input. selection="trigger"; //The name of the skeleton bone used. axis="t_axis"; //The name of the axis in the model. minValue="0"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=".01"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. angle0="0"; // The starting angle of this animation, where the animation phase is 0. angle1="rad -15"; // The ending angle of this animation, where the animation phase is 1. }; class cockinghandle { type="translationX"; //The type of animation. source="reloadMagazine"; //The controller that provides input. selection="cockinghandle"; //The name of the skeleton bone used. axis="trigger_axis"; //The name of the axis in the model. minPhase=.9; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0. maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1. minValue="0"; //The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=".1"; //The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt:reload_magazine { type="rotationX"; source="reload"; selection="belt14"; axis="belt_axis"; minValue=0; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue=1; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. minPhase=0; // Minimum phase of the animation.i.e. Animation phase when the controller value is 0. maxPhase=1; // Maxmimum value of the motion range.i.e. Animation phase when the controller value is 1. angle0="0"; angle1="rad 4"; }; class belt_hide1 { memory=1; type="rotationZ"; axis="hide_axis"; source="revolving"; selection="belt1"; minValue="0.07501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.07502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. angle0="rad 180"; // The starting angle of this animation, where the animation phase is 0. angle1="0"; // The ending angle of this animation, where the animation phase is 1. }; class belt_hide2:belt_hide1 { selection="belt2"; minValue="0.07001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.07002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide3:belt_hide1 { selection="belt3"; minValue="0.06501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.06502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide4:belt_hide1 { selection="belt4"; minValue="0.06001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.06002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide5:belt_hide1 { selection="belt5"; minValue="0.05501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.05502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide6:belt_hide1 { selection="belt6"; minValue="0.05001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.05002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide7:belt_hide1 { selection="belt7"; minValue="0.04501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.04502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide8:belt_hide1 { selection="belt8"; minValue="0.04001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.04002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide9:belt_hide1 { selection="belt9"; minValue="0.03501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.03502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide10:belt_hide1 { selection="belt10"; minValue="0.03001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.03002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide11:belt_hide1 { selection="belt11"; minValue="0.02501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.02502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide12:belt_hide1 { selection="belt12"; minValue="0.02001"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.02002"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class belt_hide13:belt_hide1 { selection="belt13"; minValue="0.01501"; // The minimum value of the motion range. i.e. The controller input when animation phase is 0. maxValue="0.01502"; // The maximum value of the motion range. i.e. The controller input when animation phase is 1. }; class bullets_hide { type="hide"; // The type of animation. source="isEmpty"; // The controller that provides input. selection="belt14"; // The name of the skeleton bone used. hidevalue=0.2; }; }; sections[]={"zasleh"}; sectionsInherit=""; };