Thief-Playah on 4/6/2006 at 03:21
Downloading all these tweaks, it seems my T3PlayerAnims file got buggered up somehow. I'm friggen' ice skating in first person.
I REALLY should have made a backup...
Reinstalling T3 would take all night, and I'd rather not have to go through it...
If anyone's got an un-tweaked T3PlayerAnims.ini file, I'd really appreciate it if you could send it to me. Like, with Yousendit, or Sendspace... Or plain ol' E-mail.
SonicFan at Charter dot Net.
I HAVE given the forum a search, but I couldn't find what I wanted.
I tried looking for it on the actual disks, but couldn't open them CAB files...
My apologies if I seem stupid for not backing up the file before messing with tweaks. But help me out, man. I needs me fix.
New Horizon on 4/6/2006 at 04:14
Quote Posted by Thief-Playah
Reinstalling T3 would take all night, and I'd rather not have to go through it...
I don't have an untweaked file...but I just have to say...ALL NIGHT? What type of system are you running? It shouldn't take any longer than 20 minutes, or less.
Thief-Playah on 4/6/2006 at 04:29
20 minutes?
I just remember it taking a long time...
I musta been thinking of a diffrent game.
Well, thanks.
New Horizon on 4/6/2006 at 04:46
Quote Posted by Thief-Playah
20 minutes?
I just remember it taking a long time...
I musta been thinking of a diffrent game.
Well, thanks.
Well, depending on the speed of your system...but any fairly modern system shouldn't take longer than that really.
Gothik on 4/6/2006 at 18:02
-- [MainIdle] - Animation name used by the game
-- Name=GAR_UA_IDL_breathe Actual animation sequence name
-- Name_3P=GAR_UA_3P_breathe *OPTIONAL* Actual animation sequence name for 3rd person
-- Looping=true Does the animation loop
-- Translate=false Does the animation translate Garrett
-- TweenTime=0.25 Blend IN time for this animation, negative numbers indicate blend IN _and_ OUT
-- Speed=1 Animation playback speed (scale)
-- Bone=Root Starting bone to apply the animation to
-- Bone_3P=Root *OPTIONAL* Starting bone to apply the animation to in *3rd Person* if different from 1st person
[StartingIndex]
FirstPerson=3
ThirdPerson=5
-- IDLES --
[MainIdle]
Name=GAR_UA_IDL_breathe
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[MainIdleCrouching]
Name=GAR_UA_IDL_crouchbreathe
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
-- NORMAL GROUND MOVEMENT --
[Forward1]
Name=GAR_UA_NAV_FWD1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Forward2]
Name=GAR_UA_NAV_FWD2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Forward3]
Name=GAR_UA_NAV_FWD2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Forward4]
Name=GAR_UA_NAV_FWD3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Forward5]
Name=GAR_UA_NAV_FWD3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Forward6]
Name=GAR_UA_NAV_FWD4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Backward1]
Name=GAR_UA_NAV_BAK1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Backward2]
Name=GAR_UA_NAV_BAK2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Backward3]
Name=GAR_UA_NAV_BAK2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Backward4]
Name=GAR_UA_NAV_BAK3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Backward5]
Name=GAR_UA_NAV_BAK3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Backward6]
Name=GAR_UA_NAV_BAK4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Left1]
Name=GAR_UA_NAV_LFT1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Left2]
Name=GAR_UA_NAV_LFT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Left3]
Name=GAR_UA_NAV_LFT2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Left4]
Name=GAR_UA_NAV_LFT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Left5]
Name=GAR_UA_NAV_LFT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Left6]
Name=GAR_UA_NAV_LFT4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Right1]
Name=GAR_UA_NAV_RGT1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Right2]
Name=GAR_UA_NAV_RGT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Right3]
Name=GAR_UA_NAV_RGT2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Right4]
Name=GAR_UA_NAV_RGT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Right5]
Name=GAR_UA_NAV_RGT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Right6]
Name=GAR_UA_NAV_RGT4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
-- CROUCHING MOVEMENT --
[CrouchForward1]
Name=GAR_UA_NAV_crouch_FWD1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchForward2]
Name=GAR_UA_NAV_crouch_FWD2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchBackward1]
Name=GAR_UA_NAV_crouch_BAK1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchBackward2]
Name=GAR_UA_NAV_crouch_BAK2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchLeft1]
Name=GAR_UA_NAV_crouch_LFT1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchLeft2]
Name=GAR_UA_NAV_crouch_LFT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchRight1]
Name=GAR_UA_NAV_crouch_RGT1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[CrouchRight2]
Name=GAR_UA_NAV_crouch_RGT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
-- PUBLIC SPACES --
[MainIdle_PS]
Name=GAR_PS_IDL_breathe
Looping=true
Translate=false
TweenTime=0.3
Speed=1
Bone=Root
[PSForward1]
Name=GAR_PS_MOV_walk_FWD1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSForward2]
Name=GAR_PS_MOV_walk_FWD2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSForward3]
Name=GAR_PS_MOV_walk_FWD2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSForward4]
Name=GAR_UA_NAV_FWD3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSForward5]
Name=GAR_UA_NAV_FWD3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSForward6]
Name=GAR_UA_NAV_FWD4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSBackward1]
Name=GAR_PS_MOV_walk_BAK1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSBackward2]
Name=GAR_PS_MOV_walk_BAK2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSBackward3]
Name=GAR_PS_MOV_walk_BAK2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSBackward4]
Name=GAR_UA_NAV_BAK3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSBackward5]
Name=GAR_UA_NAV_BAK3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSBackward6]
Name=GAR_UA_NAV_BAK4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSRight1]
Name=GAR_PS_MOV_walk_RGT1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSRight2]
Name=GAR_PS_MOV_walk_RGT2
Looping=true
Translate=false
TweenTime=0.0
Speed=1
Bone=Root
[PSRight3]
Name=GAR_PS_MOV_walk_RGT2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSRight4]
Name=GAR_UA_NAV_RGT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSRight5]
Name=GAR_UA_NAV_RGT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSRight6]
Name=GAR_UA_NAV_RGT4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSLeft1]
Name=GAR_PS_MOV_walk_LFT1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSLeft2]
Name=GAR_PS_MOV_walk_LFT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSLeft3]
Name=GAR_PS_MOV_walk_LFT2_5
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSLeft4]
Name=GAR_UA_NAV_LFT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSLeft5]
Name=GAR_UA_NAV_LFT3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[PSLeft6]
Name=GAR_UA_NAV_LFT4
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
-- JUMPING --
[Jump_FWD]
Name=GAR_JP_FWD
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpLand_FWD]
Name=GAR_JP_FWD_land
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Jump_LFT]
Name=GAR_JP_LFT
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpLand_LFT]
Name=GAR_JP_LFT_land
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Jump_RGT]
Name=GAR_JP_RGT
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpLand_RGT]
Name=GAR_JP_RGT_land
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpIdleLoad]
Name=GAR_UA_IDL_breathe
Name_3P=GAR_JP_UP_load
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpIdle]
Name=GAR_JP_UP
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpIdleLand]
Name=GAR_JP_UP_land
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[JumpLand_HARD]
Name=GAR_JP_FWD_land_hard
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fall_FWD]
Name=GAR_UA_MOV_fall_FWD
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fall_LFT]
Name=GAR_UA_MOV_fall_LFT
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fall_RGT]
Name=GAR_UA_MOV_fall_RGT
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
-- LADDER --
[LadderUpTransition]
Name=GAR_UA_MOV_ladder_Up
Looping=true
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[LadderUp]
Name=GAR_UA_MOV_ladder_Up
Looping=true
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderDown]
Name=GAR_UA_MOV_ladder_DN
Looping=true
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderOnRight]
Name=GAR_UA_MOV_ladder_on_RGT
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderOnLeft]
Name=GAR_UA_MOV_ladder_on_LFT
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderOffRight]
Name=GAR_UA_MOV_ladder_off_RGT
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderOffLeft]
Name=GAR_UA_MOV_ladder_off_LFT
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderOnLedge]
Name=GAR_UA_MOV_ladder_on_ABV
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[LadderOffLedge]
Name=GAR_UA_MOV_ladder_off_ABV
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
-- MISC --
[VaultRail]
Name=GAR_UA_MOV_vault
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[Mantle]
Name=GAR_UA_MOV_mantle
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[MantleCrouching]
Name=GAR_UA_MOV_mantle_crouch
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[MantleReverse]
Name=GAR_UA_MOV_mantle
Looping=false
Translate=true
TweenTime=0
Speed=-1
Bone=Root
[LeanLeftStart]
Name=GAR_UA_MOV_lean_LFT_start
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanLeftMid]
Name=GAR_UA_MOV_lean_LFT_loop
Looping=true
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanLeftEnd]
Name=GAR_UA_MOV_lean_LFT_end
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanRightStart]
Name=GAR_UA_MOV_lean_RGT_start
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanRightMid]
Name=GAR_UA_MOV_lean_RGT_loop
Looping=true
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanRightEnd]
Name=GAR_UA_MOV_lean_RGT_end
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanLeftStartCrouching]
Name=GAR_UA_MOV_crouchlean_LFT_start
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanLeftMidCrouching]
Name=GAR_UA_MOV_crouchlean_LFT_loop
Looping=true
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanLeftEndCrouching]
Name=GAR_UA_MOV_crouchlean_LFT_end
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanRightStartCrouching]
Name=GAR_UA_MOV_crouchlean_RGT_start
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanRightMidCrouching]
Name=GAR_UA_MOV_crouchlean_RGT_loop
Looping=true
Translate=false
TweenTime=0
Speed=1
Bone=Root
[LeanRightEndCrouching]
Name=GAR_UA_MOV_crouchlean_RGT_end
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[Death]
Name=GAR_UA_DIE
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[BlackjackHandClosed]
Name=GAR_BJ_hand_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightHand
[DaggerHandClosed]
Name=GAR_BJ_hand_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightHand
[LeftHandClosed]
Name=GAR_BA_draw_analog
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=LeftHand
-- BOW --
[BowUnsheathe]
Name=GAR_BA_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=LeftShoulder
Bone_3P=Spine
[BowSheathe]
Name=GAR_BA_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=LeftShoulder
Bone_3P=Spine
[BowUnsheatheFull_3P]
Name=GAR_BA_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BowSheatheFull_3P]
Name=GAR_BA_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BowUnsheathe_crouch]
Name=GAR_BA_crouch_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=LeftShoulder
Bone_3P=Spine
[BowSheathe_crouch]
Name=GAR_BA_crouch_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=LeftShoulder
Bone_3P=Spine
[BowUnsheathe_crouchFull_3P]
Name=GAR_BA_crouch_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BowSheathe_crouchFull_3P]
Name=GAR_BA_crouch_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BowDraw]
Name=GAR_BA_draw
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=spine
[BowDrawAnalog]
Name=GAR_BA_draw_analog
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=spine
[BowUndraw]
Name=GAR_BA_undraw
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=spine
[BowFire]
Name=GAR_BA_fire
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=spine
[BowArmIdle]
Name=GAR_UA_IDL_breathe
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=spine
-- DAGGER SHEATHE/UNSHEATHE--
[DaggerUnsheathe]
Name=GAR_DA_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerSheathe]
Name=GAR_DA_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerUnsheatheFull_3P]
Name=GAR_DA_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[DaggerSheatheFull_3P]
Name=GAR_DA_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[DaggerUnsheathe_crouch]
Name=GAR_DA_crouch_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerSheathe_crouch]
Name=GAR_DA_crouch_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerUnsheathe_crouchFull_3P]
Name=GAR_DA_crouch_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[DaggerSheathe_crouchFull_3P]
Name=GAR_DA_crouch_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
-- DAGGER BACKSTAB --
[BackstabDrawBackS]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackM]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackF]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange3_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackI]
Name=GAR_DA_outerradius
Name_3P=GAR_DA_inrange0_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopS]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Spine
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopM]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Spine
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopF]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackLoopI]
Name=GAR_DA_outerradius_loop
Name_3P=GAR_DA_inrange0
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndS]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndM]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndF]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange3_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabDrawBackEndI]
Name=GAR_DA_outterradius_fail
Name_3P=GAR_DA_inrange0_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabStrikeS]
Name=GAR_DA_strike
Name_3P=GAR_DA_strike1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabStrikeM]
Name=GAR_DA_strike
Name_3P=GAR_DA_strike1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabStrikeF]
Name=GAR_DA_strike
Name_3P=GAR_DA_strike3
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BackstabStrikeI]
Name=GAR_DA_strike
Name_3P=GAR_DA_strike0
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Spine
Bone_3P=Spine
[BackstabStrikeFull_3P]
Name=GAR_DA_strike0
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
-- DAGGER MELEE --
[DaggerMeleeLeft]
Name=GAR_DA_melee_strike_LFT
Name_3P=GAR_DA_melee_strike0_LFT
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerMeleeRight]
Name=GAR_DA_melee_strike_RGT
Name_3P=GAR_DA_melee_strike0_RGT
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerMeleeOverhand]
Name=GAR_DA_melee_strike_LFT
Name_3P=GAR_DA_melee_strike0_UP
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerMeleeLeftFull_3P]
Name=GAR_DA_melee_strike0_LFT
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[DaggerMeleeRightFull_3P]
Name=GAR_DA_melee_strike0_RGT
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[DaggerMeleeOverhandFull_3P]
Name=GAR_DA_melee_strike0_UP
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[DaggerMeleeS_3P]
Name=GAR_DA_melee_strike1
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=Spine
[DaggerMeleeM_3P]
Name=GAR_DA_melee_strike1
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=Spine
[DaggerMeleeF_3P]
Name=GAR_DA_melee_strike3
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=Spine
[DaggerMeleeCrouching]
Name=GAR_DA_melee_crouch_strike
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[DaggerMeleeCrouchingFull_3P]
Name=GAR_DA_melee_crouch_strike
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
-- BLACKJACK SHEATHE/UNSHEATHE --
[BlackjackUnsheathe]
Name=GAR_BJ_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackSheathe]
Name=GAR_BJ_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackUnsheatheFull_3P]
Name=GAR_BJ_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BlackjackSheatheFull_3p]
Name=GAR_BJ_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BlackjackUnsheathe_crouch]
Name=GAR_BJ_crouch_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackSheathe_crouch]
Name=GAR_BJ_crouch_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackUnsheathe_crouchFull_3P]
Name=GAR_BJ_crouch_unsheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BlackjackSheathe_crouchFull_3P]
Name=GAR_BJ_crouch_sheathe_full
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
-- BLACKJACK NON-MELEE --
[BlackjackDrawBackS]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackM]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange1_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackF]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange3_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackI]
Name=GAR_BJ_outerradius
Name_3P=GAR_BJ_inrange0_start
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopS]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopM]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange1
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopF]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange3
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackLoopI]
Name=GAR_BJ_outerradius_loop
Name_3P=GAR_BJ_inrange0
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndS]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndM]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange1_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndF]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange3_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackDrawBackEndI]
Name=GAR_BJ_outerradius_fail
Name_3P=GAR_BJ_inrange0_end
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackStrikeS]
Name=GAR_BJ_strike
Name_3P=GAR_BJ_strike1
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackStrikeM]
Name=GAR_BJ_strike
Name_3P=GAR_BJ_strike1
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackStrikeF]
Name=GAR_BJ_strike
Name_3P=GAR_BJ_strike3
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackStrikeI]
Name=GAR_BJ_strike
Name_3P=GAR_BJ_strike0
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackStrikeFull_3P]
Name=GAR_BJ_strike0
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Spine
-- BLACKJACK MELEE --
[BlackjackMelee]
Name=GAR_BJ_strike
Name_3P=GAR_BJ_melee_strike0
Looping=false
Translate=false
TweenTime=-0.25
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackMeleeFull_3P]
Name=GAR_BJ_strike
Name_3P=GAR_BJ_melee_strike0
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
[BlackjackMeleeCrouching]
Name=GAR_BJ_crouch_strike
Name_3P=GAR_BJ_melee_crouch_strike0
Looping=false
Translate=false
TweenTime=-0.1
Speed=1
Bone=RightShoulder
Bone_3P=Spine
[BlackjackMeleeCrouchingFull_3P]
Name=GAR_BJ_melee_crouch_strike0
Looping=false
Translate=false
TweenTime=0.1
Speed=1
Bone=Root
-- WALL CLIMBING --
[WallClimbBaseTransition]
Name=GAR_UA_MOV_walllook_base
Looping=false
Translate=false
TweenTime=0.3
Speed=1
Bone=Spine
Bone_3P=Spine
[WallClimbBase]
Name=GAR_UA_MOV_walllook_base
Looping=true
Translate=false
TweenTime=0.3
Speed=1
Bone=Root
[WallClimbUpTransition]
Name=GAR_UA_MOV_wall_UP_1
Looping=false
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[WallClimbUp1]
Name=GAR_UA_MOV_wall_UP_1
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbUp2]
Name=GAR_UA_MOV_wall_UP_2
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbDownTransition]
Name=GAR_UA_MOV_wall_DN_2
Looping=false
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[WallClimbDown1]
Name=GAR_UA_MOV_wall_DN_2
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbDown2]
Name=GAR_UA_MOV_wall_DN_1
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbLeftTransition]
Name=GAR_UA_MOV_wall_LFT_1
Looping=false
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[WallClimbLeft1]
Name=GAR_UA_MOV_wall_LFT_1
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbLeft2]
Name=GAR_UA_MOV_wall_LFT_2
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbRightTransition]
Name=GAR_UA_MOV_wall_RGT_1
Looping=false
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[WallClimbRight1]
Name=GAR_UA_MOV_wall_RGT_1
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbRight2]
Name=GAR_UA_MOV_wall_RGT_2
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbAroundLeft1]
Name=GAR_UA_MOV_wall_around_LFT1
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbAroundLeft2]
Name=GAR_UA_MOV_wall_around_LFT2
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbAroundRight1]
Name=GAR_UA_MOV_wall_around_RGT1
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbAroundRight2]
Name=GAR_UA_MOV_wall_around_RGT2
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbGrabLeft]
Name=GAR_UA_MOV_wall_grab_RGT
Looping=false
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[WallClimbGrabRight]
Name=GAR_UA_MOV_wall_grab_RGT
Looping=false
Translate=true
TweenTime=0.25
Speed=1
Bone=Root
[WallClimbMountFromAbove]
Name=GAR_UA_MOV_reverse_mantle
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbDismountStart]
Name=GAR_UA_MOV_mantle_start
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbDismountLoop]
Name=GAR_UA_MOV_mantle_loop
Looping=true
Translate=false
TweenTime=0
Speed=1
Bone=Root
[WallClimbDismountEnd]
Name=GAR_UA_MOV_mantle_end
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[WallClimbDismountReverse]
Name=GAR_UA_MOV_mantle_unstart
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[BodyCarry]
Name=GAR_UA_MOV_bodycarry_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=spine
-- BODY CARRY --
[BodyCarryBend]
Name=GAR_UA_MOV_bodycarry_pickup
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[BodyCarryRelease]
Name=GAR_UA_MOV_bodycarry_drop
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=Root
[BodyCarryIdle]
Name=GAR_UA_MOV_bodycarry_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryForward]
Name=GAR_UA_NAV_FWD2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryBackward]
Name=GAR_UA_NAV_BAK2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryLeft]
Name=GAR_UA_NAV_LFT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryRight]
Name=GAR_UA_NAV_RGT2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryPickup]
Name=GAR_UA_NAV_FWD2
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryIdleCrouching]
Name=GAR_UA_IDL_crouchbreathe
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryForwardCrouching]
Name=GAR_UA_MOV_crouch_FWD
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryBackwardCrouching]
Name=GAR_UA_MOV_crouch_BAK
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryLeftCrouching]
Name=GAR_UA_MOV_crouch_LFT
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
[BodyCarryRightCrouching]
Name=GAR_UA_MOV_crouch_RGT
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=root
-- LOCKPICK --
[LockpickPrepare]
Name=GAR_LP_approach
Looping=false
Translate=false
TweenTime=0.25
Speed=2
Bone=Root
[LockpickExit]
Name=GAR_LP_stand
Looping=false
Translate=false
TweenTime=0.25
Speed=2
Bone=Root
[LockpickLoop]
Name=GAR_LP_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[LockpickLeftZone]
Name=GAR_LP_zone_LFT
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=LeftShoulder
[LockpickRightZone]
Name=GAR_LP_zone_RGT
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
[LockpickLeftHotspot]
Name=GAR_LP_unlockloop_LFT
Looping=true
Translate=false
TweenTime=0.25
Speed=-1
Bone=LeftShoulder
[LockpickRightHotspot]
Name=GAR_LP_unlockloop_RGT
Looping=true
Translate=false
TweenTime=0.25
Speed=-1
Bone=RightShoulder
[LockpickLeftStop]
Name=GAR_LP_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=LeftShoulder
[LockpickRightStop]
Name=GAR_LP_loop
Looping=true
Translate=false
TweenTime=0.25
Speed=1
Bone=RightShoulder
[LockpickTrigger]
Name=GAR_LP_unlock_RGT
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[LockpickLeftTrigger]
Name=GAR_LP_unlock_LFT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=LeftShoulder
[LockpickRightTrigger]
Name=GAR_LP_unlock_RGT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=RightShoulder
-- FIDGETS --
[Fidget1]
Name=GAR_UA_IDL_fidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget2]
Name=GAR_UA_IDL_fidget2
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget3]
Name=GAR_UA_IDL_fidget3
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget4]
Name=GAR_UA_IDL_fidget4
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget5]
Name=GAR_UA_IDL_fidget5
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget6]
Name=GAR_UA_IDL_fidget6
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouching1]
Name=GAR_UA_IDL_crouchfidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouching2]
Name=GAR_UA_IDL_crouchfidget2
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouching3]
Name=GAR_UA_IDL_crouchfidget3
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouching4]
Name=GAR_UA_IDL_crouchfidget4
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Dagger1]
Name=GAR_DA_IDL_fidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Blackjack1]
Name=GAR_BJ_IDL_fidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Bow1]
Name=GAR_UA_IDL_fidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouch_Dagger1]
Name=GAR_DA_IDL_crouchfidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouch_Blackjack1]
Name=GAR_BJ_IDL_crouchfidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
[Fidget_Crouch_Bow1]
Name=GAR_BA_IDL_crouchfidget1
Looping=false
Translate=false
TweenTime=0.25
Speed=1
Bone=Root
-- THROW --
[Throw_Short_Right]
Name=GAR_TH_IDL_short_RGT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=RightShoulder
[Throw_Crouch_Short_Right]
Name=GAR_TH_IDL_crouchshort_RGT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=RightShoulder
[Throw_Short_Left]
Name=GAR_TH_IDL_short_LFT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=LeftShoulder
[Throw_Crouch_Short_Left]
Name=GAR_TH_IDL_crouchshort_LFT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=LeftShoulder
[Drop_Right]
Name=GAR_TH_IDL_drop_RGT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=RightShoulder
[Drop_Crouch_Right]
Name=GAR_TH_IDL_crouchdrop_RGT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=RightShoulder
[Drop_Left]
Name=GAR_TH_IDL_drop_LFT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=LeftShoulder
[Drop_Crouch_Left]
Name=GAR_TH_IDL_crouchdrop_LFT
Looping=false
Translate=false
TweenTime=0
Speed=1
Bone=LeftShoulder
[Wall_Flatten_Idle]
Name=GAR_WF_IDL_breathe
Looping=true
Translate=false
TweenTime=0.35
Speed=1
Bone=Root
[Wall_Flatten_Left]
Name=GAR_WF_MOV_LFT
Looping=true
Translate=false
TweenTime=0.35
Speed=1
Bone=Root
[Wall_Flatten_Right]
Name=GAR_WF_MOV_RGT
Looping=true
Translate=false
TweenTime=0.35
Speed=1
Bone=Root
[Sleep_Getup]
Name=GAR_UA_sleep_getup
Looping=false
Translate=true
TweenTime=0
Speed=1
Bone=Root
[Sleep_Loop]
Name=GAR_UA_sleep_loop
Looping=true
Translate=true
TweenTime=0
Speed=1
Bone=Root