Added improved version of 3dchest mod by @4aiman

- Solves #221 while improving the mod
This commit is contained in:
LeMagnesium 2015-08-16 13:38:15 +02:00
parent e74f3f4aa6
commit 7f211b53cc
8 changed files with 1205 additions and 0 deletions

3
mods/3dchest/License.txt Normal file
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(c) 4aiman, 2015
License: CC BY-NC-SA 4.0 International (No commercial use allowed.)

241
mods/3dchest/init.lua Normal file
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global_timer=0
minetest.after(15,function(dtime)
global_timer=20
end)
minetest.register_on_player_receive_fields(function(player, formname, fields, pos)
if fields.quit then
if formname:find('3dchest:3dchest') then
local pos = minetest.deserialize(string.split(formname,'_')[2])
if not pos then return end
local objs = minetest.get_objects_inside_radius(pos, 0.1)
for i,obj in ipairs(objs) do
if not obj:is_player() then
local self = obj:get_luaentity()
if self.name == '3dchest:3dchest' then
self.object:set_animation({x=25,y=40}, 60, 0)
minetest.sound_play('chestclosed', {pos = pos, gain = 0.3, max_hear_distance = 5})
minetest.after(0.1, function(dtime)
self.object:set_animation({x=1,y=1}, 1, 0)
end)
end
end
end
end
end
end)
-- 3d chest!
local tdc = {
physical = true,
visual = "mesh",
visual_size = {x=4.95, y=4.95, z=4.95},
mesh = "chest_proto.x",
textures = {"default_chest3d.png"},
makes_footstep_sound = true,
groups = {choppy=2, punch_operable = 1, immortal = 1},
on_activate = function(self, staticdata, dtime_s)
if staticdata then
local tmp = minetest.deserialize(staticdata)
if tmp and tmp.textures then
self.textures = tmp.textures
self.object:set_properties({textures=self.textures})
end
if tmp and tmp.visual then
self.visual = tmp.visual
self.object:set_properties({visual=self.visual})
end
if tmp and tmp.mesh then
self.mesh = tmp.mesh
self.object:set_properties({mesh=self.mesh})
end
end
self.object:set_armor_groups({immortal = 1})
end,
get_staticdata = function(self)
local tmp = {
textures = self.textures,
visual = self.visual,
mesh = self.mesh,
}
return minetest.serialize(tmp)
end,
on_step = function(self, dtime)
local pos = self.object:getpos()
local nn = minetest.get_node(pos).name
if nn~='3dchest:chest' then
self.object:remove()
return
end
end,
}
minetest.register_entity('3dchest:3dchest', tdc) -- normal
minetest.register_node("3dchest:chest", {
description = "Chest",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
-- temporary workaround
wield_image = "default_chest_front.png", --minetest.inventorycube("default_chest_top.png", "default_chest_side.png", "default_chest_front.png"),
inventory_image = minetest.inventorycube("default_chest_top.png", "default_chest_front.png", "default_chest_side.png"),
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {-0.01, -0.01, -0.01, 0.01, 0.01, 0.01},
},
selection_box = {
type = "fixed",
fixed = {
{-0.501, -0.501, -0.501, 0.501, 0.501, 0.501},
}
},
paramtype = "light",
walkable = false,
groups = {choppy=2, dig_immediate = 2},
legacy_facedir_simple = true,
on_construct = function(pos)
local param2 = minetest.get_node(pos).param2
local meta = minetest.get_meta(pos)
meta:set_string("formspect",
"size[8,8.2]"..
"bgcolor[#bbbbbb;false]"..
"listcolors[#777777;#cccccc;#333333;#555555;#dddddd]"..
"list[nodemeta:"..pos.x..","..pos.y..","..pos.z..";main;0,0;8,4;]"..
"list[current_player;main;0,4.2;8,3;8]"..
"list[current_player;main;0,7.4;8,1;]")
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 4*8)
end,
can_dig = function(pos)
return minetest.get_meta(pos):get_inventory():is_empty("main")
end,
after_place_node = function(pos, placer, itemstack, pointed_thing)
local m = minetest.get_meta(pos)
local ent = minetest.add_entity(pos,'3dchest:3dchest')
if ent then
local ent2 = ent:get_luaentity()
ent:set_animation({x=1,y=1}, 20, 0)
local dir = placer:get_look_dir()
local absx, absy, absz = math.abs(dir.x), math.abs(dir.y), math.abs(dir.z)
local maxd = math.max(math.max(absx,absy),absz)
if maxd == absx then
if dir.x>0 then
ent:setyaw(math.pi/2)
m:set_int('dir',1)
else
ent:setyaw(3*math.pi/2)
m:set_int('dir',3)
end
elseif maxd == absy then
if dir.x>dir.z then
ent:setyaw(math.pi)
m:set_int('dir',2)
else
ent:setyaw(3*math.pi/2)
m:set_int('dir',3)
end
elseif maxd == absz then
if dir.z>0 then
ent:setyaw(math.pi)
m:set_int('dir',2)
else
ent:setyaw(0)
m:set_int('dir',0)
end
end
m:set_int('3d',1)
end
local timer = minetest.get_node_timer(pos)
timer:start(1)
end,
on_timer = function(pos,el)
if global_timer<15 then return true end
local meta = minetest.get_meta(pos)
local cover = false
local node = minetest.get_node(pos)
local objs = minetest.get_objects_inside_radius(pos, 0.1)
for i,obj in ipairs(objs) do
if not obj:is_player() then
local self = obj:get_luaentity()
if self.name == '3dchest:3dchest' and node.name == '3dchest:chest' then
cover = true
break
else
self.object:remove()
end
end
end
if not cover then
if node.name == '3dchest:chest' then
local ent = minetest.env:add_entity(pos,'3dchest:3dchest')
if ent then
ent:set_animation({x=1,y=1}, 20, 0)
local dir = meta:get_int('dir')
ent:setyaw(dir*(math.pi/2))
end
end
end
return true
end,
after_dig_node = function(pos, oldnode, oldmetadata, digger)
local meta = minetest.get_meta(pos)
local meta2 = meta
meta:from_table(oldmetadata)
local inv = meta:get_inventory()
for i=1,inv:get_size("main") do
local stack = inv:get_stack("main", i)
if not stack:is_empty() then
local p = {x=pos.x+math.random(0, 10)/10-0.5, y=pos.y, z=pos.z+math.random(0, 10)/10-0.5}
minetest.add_item(p, stack)
end
end
meta:from_table(meta2:to_table())
end,
on_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", player:get_player_name()..
" moves stuff in chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" moves stuff to chest at "..minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name()..
" takes stuff from chest at "..minetest.pos_to_string(pos))
end,
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
local selves = minetest.get_objects_inside_radius(pos, 0.1)
local self
for _,obj in pairs(selves) do
if obj:get_luaentity() and obj:get_luaentity().name == '3dchest:3dchest' then
self = obj:get_luaentity()
break
end
end
local meta = minetest.get_meta(pos)
local name = '3dchest:3dchest'
local pll = clicker:get_player_name()
local formspec = meta:get_string('formspect')
if not self then
minetest.show_formspec(pll, name..'_'..minetest.serialize(pos), formspec)
return
else
self.object:set_animation({x=10,y=25}, 60, 0)
minetest.after(0.1,function(dtime)
self.object:set_animation({x=25,y=25}, 20, 0)
end)
minetest.sound_play('chestopen', {pos = pos, gain = 0.3, max_hear_distance = 5})
minetest.show_formspec(pll, name..'_'..minetest.serialize(pos), formspec)
end
end,
})

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xof 0303txt 0032
template XSkinMeshHeader {
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>
WORD nMaxSkinWeightsPerVertex;
WORD nMaxSkinWeightsPerFace;
WORD nBones;
}
template SkinWeights {
<6f0d123b-bad2-4167-a0d0-80224f25fabb>
STRING transformNodeName;
DWORD nWeights;
array DWORD vertexIndices[nWeights];
array float weights[nWeights];
Matrix4x4 matrixOffset;
}
Frame Root {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000,-0.000000,-1.000000, 0.000000,
0.000000, 1.000000,-0.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
Frame Armature {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000,-0.000000, 1.000000, 0.000000,
0.000000,-1.000000,-0.000000, 0.000000,
0.000000, 0.513737,-0.313566, 1.000000;;
}
Frame Armature_Bone {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000,-1.000000, 0.000000, 0.000000,
0.000000, 0.000000, 0.000000, 1.000000;;
}
} //End of Armature_Bone
Frame Armature_Bone_001 {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 0.000000, 1.000000, 0.000000,
0.000000,-1.000000, 0.000000, 0.000000,
0.007313, 0.786015,-0.491447, 1.000000;;
}
} //End of Armature_Bone_001
Frame Cube {
FrameTransformMatrix {
1.000000, 0.000000, 0.000000, 0.000000,
0.000000,-0.000000,-1.000000, 0.000000,
0.000000, 1.000000,-0.000000, 0.000000,
0.000000, 0.313566, 0.513737, 1.000000;;
}
Mesh { //Cube_001 Mesh
48;
1.000000; 1.000000; 0.472714;,
1.000000;-1.000000; 0.472714;,
-1.000000;-1.000000; 0.472714;,
-1.000000; 1.000000; 0.472714;,
1.000000; 0.999999; 1.003162;,
-1.000000; 1.000000; 1.003162;,
-1.000000;-1.000000; 1.003162;,
0.999999;-1.000001; 1.003162;,
1.000000; 1.000000; 0.472714;,
1.000000; 0.999999; 1.003162;,
0.999999;-1.000001; 1.003162;,
1.000000;-1.000000; 0.472714;,
1.000000;-1.000000; 0.472714;,
0.999999;-1.000001; 1.003162;,
-1.000000;-1.000000; 1.003162;,
-1.000000;-1.000000; 0.472714;,
-1.000000;-1.000000; 0.472714;,
-1.000000;-1.000000; 1.003162;,
-1.000000; 1.000000; 1.003162;,
-1.000000; 1.000000; 0.472714;,
1.000000; 0.999999; 1.003162;,
1.000000; 1.000000; 0.472714;,
-1.000000; 1.000000; 0.472714;,
-1.000000; 1.000000; 1.003162;,
1.000000; 1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000; 1.000000;-1.000000;,
1.000000; 0.999999; 0.473341;,
-1.000000; 1.000000; 0.473341;,
-1.000000;-1.000000; 0.473341;,
0.999999;-1.000001; 0.473341;,
1.000000; 1.000000;-1.000000;,
1.000000; 0.999999; 0.473341;,
0.999999;-1.000001; 0.473341;,
1.000000;-1.000000;-1.000000;,
1.000000;-1.000000;-1.000000;,
0.999999;-1.000001; 0.473341;,
-1.000000;-1.000000; 0.473341;,
-1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000;-1.000000;,
-1.000000;-1.000000; 0.473341;,
-1.000000; 1.000000; 0.473341;,
-1.000000; 1.000000;-1.000000;,
1.000000; 0.999999; 0.473341;,
1.000000; 1.000000;-1.000000;,
-1.000000; 1.000000;-1.000000;,
-1.000000; 1.000000; 0.473341;;
12;
4;0;1;2;3;,
4;4;5;6;7;,
4;8;9;10;11;,
4;12;13;14;15;,
4;16;17;18;19;,
4;20;21;22;23;,
4;24;25;26;27;,
4;28;29;30;31;,
4;32;33;34;35;,
4;36;37;38;39;,
4;40;41;42;43;,
4;44;45;46;47;;
MeshNormals { //Cube_001 Normals
48;
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
1.000000;-0.000000; 0.000000;,
1.000000;-0.000000; 0.000000;,
1.000000;-0.000000; 0.000000;,
1.000000;-0.000000; 0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-1.000000; 0.000000;-0.000001;,
-1.000000; 0.000000;-0.000001;,
-1.000000; 0.000000;-0.000001;,
-1.000000; 0.000000;-0.000001;,
0.000000; 1.000000; 0.000001;,
0.000000; 1.000000; 0.000001;,
0.000000; 1.000000; 0.000001;,
0.000000; 1.000000; 0.000001;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000; 0.000000;-1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
0.000000;-0.000000; 1.000000;,
1.000000;-0.000000; 0.000000;,
1.000000;-0.000000; 0.000000;,
1.000000;-0.000000; 0.000000;,
1.000000;-0.000000; 0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-0.000000;-1.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
-1.000000; 0.000000;-0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;,
0.000000; 1.000000; 0.000000;;
12;
4;0;1;2;3;,
4;4;5;6;7;,
4;8;9;10;11;,
4;12;13;14;15;,
4;16;17;18;19;,
4;20;21;22;23;,
4;24;25;26;27;,
4;28;29;30;31;,
4;32;33;34;35;,
4;36;37;38;39;,
4;40;41;42;43;,
4;44;45;46;47;;
} //End of Cube_001 Normals
MeshMaterialList { //Cube_001 Material List
1;
12;
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;;
Material Material {
0.640000; 0.640000; 0.640000; 1.000000;;
96.078431;
0.500000; 0.500000; 0.500000;;
0.000000; 0.000000; 0.000000;;
}
} //End of Cube_001 Material List
MeshTextureCoords { //Cube_001 UV Coordinates
48;
0.000000; 1.000000;,
0.500000; 1.000000;,
0.500000; 0.500000;,
0.000000; 0.500000;,
0.500000; 0.000000;,
0.000000; 0.000000;,
0.000000; 0.500000;,
0.500000; 0.500000;,
1.000000; 0.671875;,
1.000000; 0.500000;,
0.500000; 0.500000;,
0.500000; 0.671875;,
1.000000; 0.171875;,
1.000000; 0.000000;,
0.500000; 0.000000;,
0.500000; 0.171875;,
1.000000; 0.671875;,
1.000000; 0.500000;,
0.500000; 0.500000;,
0.500000; 0.671875;,
0.500000; 0.500000;,
0.500000; 0.671875;,
1.000000; 0.671875;,
1.000000; 0.500000;,
0.000000; 0.500000;,
0.500000; 0.500000;,
0.500000; 0.000000;,
0.000000; 0.000000;,
0.000000; 1.000000;,
0.500000; 1.000000;,
0.500000; 0.500000;,
0.000000; 0.500000;,
1.000000; 1.000000;,
1.000000; 0.687500;,
0.500000; 0.687500;,
0.500000; 1.000000;,
1.000000; 0.500000;,
1.000000; 0.187500;,
0.500000; 0.187500;,
0.500000; 0.500000;,
1.000000; 1.000000;,
1.000000; 0.687500;,
0.500000; 0.687500;,
0.500000; 1.000000;,
0.500000; 0.687500;,
0.500000; 1.000000;,
1.000000; 1.000000;,
1.000000; 0.687500;;
} //End of Cube_001 UV Coordinates
XSkinMeshHeader {
2;
6;
2;
}
SkinWeights {
"Armature_Bone";
24;
24,
25,
26,
27,
28,
29,
30,
31,
32,
33,
34,
35,
36,
37,
38,
39,
40,
41,
42,
43,
44,
45,
46,
47;
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000;
1.000000, 0.000000, 0.000000, 0.000000,
0.000000,-1.000000,-0.000000, 0.000000,
0.000000, 0.000000,-1.000000, 0.000000,
0.000000, 0.513737,-0.313566, 1.000000;;
} //End of Armature_Bone Skin Weights
SkinWeights {
"Armature_Bone_001";
45;
0,
1,
2,
3,
4,
5,
6,
7,
8,
9,
10,
11,
12,
13,
14,
15,
16,
17,
18,
19,
20,
21,
22,
23,
24,
25,
26,
28,
29,
30,
31,
32,
33,
34,
35,
36,
37,
38,
39,
40,
41,
42,
44,
45,
47;
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
1.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000,
0.000000;
1.000000, 0.000000, 0.000000, 0.000000,
0.000000,-1.000000,-0.000000, 0.000000,
0.000000, 0.000000,-1.000000, 0.000000,
-0.007313, 1.005184, 0.472449, 1.000000;;
} //End of Armature_Bone_001 Skin Weights
} //End of Cube_001 Mesh
} //End of Cube
} //End of Armature
} //End of Root Frame
AnimationSet {
Animation {
{Armature}
AnimationKey { //Position
2;
40;
0;3; 0.000000, 0.513737,-0.313566;;,
1;3; 0.000000, 0.513737,-0.313566;;,
2;3; 0.000000, 0.513737,-0.313566;;,
3;3; 0.000000, 0.513737,-0.313566;;,
4;3; 0.000000, 0.513737,-0.313566;;,
5;3; 0.000000, 0.513737,-0.313566;;,
6;3; 0.000000, 0.513737,-0.313566;;,
7;3; 0.000000, 0.513737,-0.313566;;,
8;3; 0.000000, 0.513737,-0.313566;;,
9;3; 0.000000, 0.513737,-0.313566;;,
10;3; 0.000000, 0.513737,-0.313566;;,
11;3; 0.000000, 0.513737,-0.313566;;,
12;3; 0.000000, 0.513737,-0.313566;;,
13;3; 0.000000, 0.513737,-0.313566;;,
14;3; 0.000000, 0.513737,-0.313566;;,
15;3; 0.000000, 0.513737,-0.313566;;,
16;3; 0.000000, 0.513737,-0.313566;;,
17;3; 0.000000, 0.513737,-0.313566;;,
18;3; 0.000000, 0.513737,-0.313566;;,
19;3; 0.000000, 0.513737,-0.313566;;,
20;3; 0.000000, 0.513737,-0.313566;;,
21;3; 0.000000, 0.513737,-0.313566;;,
22;3; 0.000000, 0.513737,-0.313566;;,
23;3; 0.000000, 0.513737,-0.313566;;,
24;3; 0.000000, 0.513737,-0.313566;;,
25;3; 0.000000, 0.513737,-0.313566;;,
26;3; 0.000000, 0.513737,-0.313566;;,
27;3; 0.000000, 0.513737,-0.313566;;,
28;3; 0.000000, 0.513737,-0.313566;;,
29;3; 0.000000, 0.513737,-0.313566;;,
30;3; 0.000000, 0.513737,-0.313566;;,
31;3; 0.000000, 0.513737,-0.313566;;,
32;3; 0.000000, 0.513737,-0.313566;;,
33;3; 0.000000, 0.513737,-0.313566;;,
34;3; 0.000000, 0.513737,-0.313566;;,
35;3; 0.000000, 0.513737,-0.313566;;,
36;3; 0.000000, 0.513737,-0.313566;;,
37;3; 0.000000, 0.513737,-0.313566;;,
38;3; 0.000000, 0.513737,-0.313566;;,
39;3; 0.000000, 0.513737,-0.313566;;;
}
AnimationKey { //Rotation
0;
40;
0;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
1;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
2;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
3;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
4;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
5;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
6;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
7;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
8;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
9;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
10;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
11;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
12;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
13;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
14;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
15;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
16;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
17;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
18;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
19;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
20;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
21;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
22;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
23;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
24;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
25;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
26;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
27;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
28;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
29;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
30;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
31;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
32;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
33;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
34;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
35;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
36;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
37;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
38;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
39;4; -0.707107, 0.707107, 0.000000, 0.000000;;;
}
AnimationKey { //Scale
1;
40;
0;3; 1.000000, 1.000000, 1.000000;;,
1;3; 1.000000, 1.000000, 1.000000;;,
2;3; 1.000000, 1.000000, 1.000000;;,
3;3; 1.000000, 1.000000, 1.000000;;,
4;3; 1.000000, 1.000000, 1.000000;;,
5;3; 1.000000, 1.000000, 1.000000;;,
6;3; 1.000000, 1.000000, 1.000000;;,
7;3; 1.000000, 1.000000, 1.000000;;,
8;3; 1.000000, 1.000000, 1.000000;;,
9;3; 1.000000, 1.000000, 1.000000;;,
10;3; 1.000000, 1.000000, 1.000000;;,
11;3; 1.000000, 1.000000, 1.000000;;,
12;3; 1.000000, 1.000000, 1.000000;;,
13;3; 1.000000, 1.000000, 1.000000;;,
14;3; 1.000000, 1.000000, 1.000000;;,
15;3; 1.000000, 1.000000, 1.000000;;,
16;3; 1.000000, 1.000000, 1.000000;;,
17;3; 1.000000, 1.000000, 1.000000;;,
18;3; 1.000000, 1.000000, 1.000000;;,
19;3; 1.000000, 1.000000, 1.000000;;,
20;3; 1.000000, 1.000000, 1.000000;;,
21;3; 1.000000, 1.000000, 1.000000;;,
22;3; 1.000000, 1.000000, 1.000000;;,
23;3; 1.000000, 1.000000, 1.000000;;,
24;3; 1.000000, 1.000000, 1.000000;;,
25;3; 1.000000, 1.000000, 1.000000;;,
26;3; 1.000000, 1.000000, 1.000000;;,
27;3; 1.000000, 1.000000, 1.000000;;,
28;3; 1.000000, 1.000000, 1.000000;;,
29;3; 1.000000, 1.000000, 1.000000;;,
30;3; 1.000000, 1.000000, 1.000000;;,
31;3; 1.000000, 1.000000, 1.000000;;,
32;3; 1.000000, 1.000000, 1.000000;;,
33;3; 1.000000, 1.000000, 1.000000;;,
34;3; 1.000000, 1.000000, 1.000000;;,
35;3; 1.000000, 1.000000, 1.000000;;,
36;3; 1.000000, 1.000000, 1.000000;;,
37;3; 1.000000, 1.000000, 1.000000;;,
38;3; 1.000000, 1.000000, 1.000000;;,
39;3; 1.000000, 1.000000, 1.000000;;;
}
}
Animation {
{Armature_Bone}
AnimationKey { //Position
2;
40;
0;3; 0.000000, 0.000000, 0.000000;;,
1;3; 0.000000, 0.000000, 0.000000;;,
2;3; 0.000000, 0.000000, 0.000000;;,
3;3; 0.000000, 0.000000, 0.000000;;,
4;3; 0.000000, 0.000000, 0.000000;;,
5;3; 0.000000, 0.000000, 0.000000;;,
6;3; 0.000000, 0.000000, 0.000000;;,
7;3; 0.000000, 0.000000, 0.000000;;,
8;3; 0.000000, 0.000000, 0.000000;;,
9;3; 0.000000, 0.000000, 0.000000;;,
10;3; 0.000000, 0.000000, 0.000000;;,
11;3; 0.000000, 0.000000, 0.000000;;,
12;3; 0.000000, 0.000000, 0.000000;;,
13;3; 0.000000, 0.000000, 0.000000;;,
14;3; 0.000000, 0.000000, 0.000000;;,
15;3; 0.000000, 0.000000, 0.000000;;,
16;3; 0.000000, 0.000000, 0.000000;;,
17;3; 0.000000, 0.000000, 0.000000;;,
18;3; 0.000000, 0.000000, 0.000000;;,
19;3; 0.000000, 0.000000, 0.000000;;,
20;3; 0.000000, 0.000000, 0.000000;;,
21;3; 0.000000, 0.000000, 0.000000;;,
22;3; 0.000000, 0.000000, 0.000000;;,
23;3; 0.000000, 0.000000, 0.000000;;,
24;3; 0.000000, 0.000000, 0.000000;;,
25;3; 0.000000, 0.000000, 0.000000;;,
26;3; 0.000000, 0.000000, 0.000000;;,
27;3; 0.000000, 0.000000, 0.000000;;,
28;3; 0.000000, 0.000000, 0.000000;;,
29;3; 0.000000, 0.000000, 0.000000;;,
30;3; 0.000000, 0.000000, 0.000000;;,
31;3; 0.000000, 0.000000, 0.000000;;,
32;3; 0.000000, 0.000000, 0.000000;;,
33;3; 0.000000, 0.000000, 0.000000;;,
34;3; 0.000000, 0.000000, 0.000000;;,
35;3; 0.000000, 0.000000, 0.000000;;,
36;3; 0.000000, 0.000000, 0.000000;;,
37;3; 0.000000, 0.000000, 0.000000;;,
38;3; 0.000000, 0.000000, 0.000000;;,
39;3; 0.000000, 0.000000, 0.000000;;;
}
AnimationKey { //Rotation
0;
40;
0;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
1;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
2;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
3;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
4;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
5;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
6;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
7;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
8;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
9;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
10;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
11;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
12;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
13;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
14;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
15;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
16;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
17;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
18;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
19;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
20;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
21;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
22;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
23;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
24;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
25;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
26;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
27;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
28;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
29;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
30;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
31;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
32;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
33;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
34;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
35;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
36;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
37;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
38;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
39;4; -0.707107, 0.707107, 0.000000, 0.000000;;;
}
AnimationKey { //Scale
1;
40;
0;3; 1.000000, 1.000000, 1.000000;;,
1;3; 1.000000, 1.000000, 1.000000;;,
2;3; 1.000000, 1.000000, 1.000000;;,
3;3; 1.000000, 1.000000, 1.000000;;,
4;3; 1.000000, 1.000000, 1.000000;;,
5;3; 1.000000, 1.000000, 1.000000;;,
6;3; 1.000000, 1.000000, 1.000000;;,
7;3; 1.000000, 1.000000, 1.000000;;,
8;3; 1.000000, 1.000000, 1.000000;;,
9;3; 1.000000, 1.000000, 1.000000;;,
10;3; 1.000000, 1.000000, 1.000000;;,
11;3; 1.000000, 1.000000, 1.000000;;,
12;3; 1.000000, 1.000000, 1.000000;;,
13;3; 1.000000, 1.000000, 1.000000;;,
14;3; 1.000000, 1.000000, 1.000000;;,
15;3; 1.000000, 1.000000, 1.000000;;,
16;3; 1.000000, 1.000000, 1.000000;;,
17;3; 1.000000, 1.000000, 1.000000;;,
18;3; 1.000000, 1.000000, 1.000000;;,
19;3; 1.000000, 1.000000, 1.000000;;,
20;3; 1.000000, 1.000000, 1.000000;;,
21;3; 1.000000, 1.000000, 1.000000;;,
22;3; 1.000000, 1.000000, 1.000000;;,
23;3; 1.000000, 1.000000, 1.000000;;,
24;3; 1.000000, 1.000000, 1.000000;;,
25;3; 1.000000, 1.000000, 1.000000;;,
26;3; 1.000000, 1.000000, 1.000000;;,
27;3; 1.000000, 1.000000, 1.000000;;,
28;3; 1.000000, 1.000000, 1.000000;;,
29;3; 1.000000, 1.000000, 1.000000;;,
30;3; 1.000000, 1.000000, 1.000000;;,
31;3; 1.000000, 1.000000, 1.000000;;,
32;3; 1.000000, 1.000000, 1.000000;;,
33;3; 1.000000, 1.000000, 1.000000;;,
34;3; 1.000000, 1.000000, 1.000000;;,
35;3; 1.000000, 1.000000, 1.000000;;,
36;3; 1.000000, 1.000000, 1.000000;;,
37;3; 1.000000, 1.000000, 1.000000;;,
38;3; 1.000000, 1.000000, 1.000000;;,
39;3; 1.000000, 1.000000, 1.000000;;;
}
}
Animation {
{Armature_Bone_001}
AnimationKey { //Position
2;
40;
0;3; 0.007313, 0.786015,-0.491447;;,
1;3; 0.007313, 0.786015,-0.491447;;,
2;3; 0.007313, 0.786015,-0.491447;;,
3;3; 0.007313, 0.786015,-0.491447;;,
4;3; 0.007313, 0.786015,-0.491447;;,
5;3; 0.007313, 0.786015,-0.491447;;,
6;3; 0.007313, 0.786015,-0.491447;;,
7;3; 0.007313, 0.786015,-0.491447;;,
8;3; 0.007313, 0.786015,-0.491447;;,
9;3; 0.007313, 0.786015,-0.491447;;,
10;3; 0.007313, 0.786015,-0.491447;;,
11;3; 0.007313, 0.786015,-0.491447;;,
12;3; 0.007313, 0.786015,-0.491447;;,
13;3; 0.007313, 0.786015,-0.491447;;,
14;3; 0.007313, 0.786015,-0.491447;;,
15;3; 0.007313, 0.786015,-0.491447;;,
16;3; 0.007313, 0.786015,-0.491447;;,
17;3; 0.007313, 0.786015,-0.491447;;,
18;3; 0.007313, 0.786015,-0.491447;;,
19;3; 0.007313, 0.786015,-0.491447;;,
20;3; 0.007313, 0.786015,-0.491447;;,
21;3; 0.007313, 0.786015,-0.491447;;,
22;3; 0.007313, 0.786015,-0.491447;;,
23;3; 0.007313, 0.786015,-0.491447;;,
24;3; 0.007313, 0.786015,-0.491447;;,
25;3; 0.007313, 0.786015,-0.491447;;,
26;3; 0.007313, 0.786015,-0.491447;;,
27;3; 0.007313, 0.786015,-0.491447;;,
28;3; 0.007313, 0.786015,-0.491447;;,
29;3; 0.007313, 0.786015,-0.491447;;,
30;3; 0.007313, 0.786015,-0.491447;;,
31;3; 0.007313, 0.786015,-0.491447;;,
32;3; 0.007313, 0.786015,-0.491447;;,
33;3; 0.007313, 0.786015,-0.491447;;,
34;3; 0.007313, 0.786015,-0.491447;;,
35;3; 0.007313, 0.786015,-0.491447;;,
36;3; 0.007313, 0.786015,-0.491447;;,
37;3; 0.007313, 0.786015,-0.491447;;,
38;3; 0.007313, 0.786015,-0.491447;;,
39;3; 0.007313, 0.786015,-0.491447;;;
}
AnimationKey { //Rotation
0;
40;
0;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
1;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
2;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
3;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
4;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
5;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
6;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
7;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
8;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
9;4; -0.707107, 0.707107, 0.000000, 0.000000;;,
10;4; -0.709884, 0.698751, 0.000000, 0.000000;;,
11;4; -0.718279, 0.673492, 0.000000, 0.000000;;,
12;4; -0.732244, 0.631466, 0.000000, 0.000000;;,
13;4; -0.751487, 0.573552, 0.000000, 0.000000;;,
14;4; -0.775397, 0.501580, 0.000000, 0.000000;;,
15;4; -0.803008, 0.418461, 0.000000, 0.000000;;,
16;4; -0.833007, 0.328143, 0.000000, 0.000000;;,
17;4; -0.863831, 0.235334, 0.000000, 0.000000;;,
18;4; -0.893822, 0.145025, 0.000000, 0.000000;;,
19;4; -0.921418, 0.061924, 0.000000, 0.000000;;,
20;4; -0.945312,-0.010026, 0.000000, 0.000000;;,
21;4; -0.964537,-0.067917, 0.000000, 0.000000;;,
22;4; -0.978488,-0.109924, 0.000000, 0.000000;;,
23;4; -0.986873,-0.135171, 0.000000, 0.000000;;,
24;4; -0.989647,-0.143522, 0.000000, 0.000000;;,
25;4; -0.986874,-0.135171, 0.000000, 0.000000;;,
26;4; -0.978493,-0.109930, 0.000000, 0.000000;;,
27;4; -0.964552,-0.067937, 0.000000, 0.000000;;,
28;4; -0.945345,-0.010069, 0.000000, 0.000000;;,
29;4; -0.921478, 0.061848, 0.000000, 0.000000;;,
30;4; -0.893910, 0.144911, 0.000000, 0.000000;;,
31;4; -0.863947, 0.235184, 0.000000, 0.000000;;,
32;4; -0.833142, 0.327969, 0.000000, 0.000000;;,
33;4; -0.803146, 0.418283, 0.000000, 0.000000;;,
34;4; -0.775524, 0.501418, 0.000000, 0.000000;;,
35;4; -0.751587, 0.573423, 0.000000, 0.000000;;,
36;4; -0.732311, 0.631380, 0.000000, 0.000000;;,
37;4; -0.718313, 0.673448, 0.000000, 0.000000;;,
38;4; -0.709894, 0.698738, 0.000000, 0.000000;;,
39;4; -0.707107, 0.707107, 0.000000, 0.000000;;;
}
AnimationKey { //Scale
1;
40;
0;3; 1.000000, 1.000000, 1.000000;;,
1;3; 1.000000, 1.000000, 1.000000;;,
2;3; 1.000000, 1.000000, 1.000000;;,
3;3; 1.000000, 1.000000, 1.000000;;,
4;3; 1.000000, 1.000000, 1.000000;;,
5;3; 1.000000, 1.000000, 1.000000;;,
6;3; 1.000000, 1.000000, 1.000000;;,
7;3; 1.000000, 1.000000, 1.000000;;,
8;3; 1.000000, 1.000000, 1.000000;;,
9;3; 1.000000, 1.000000, 1.000000;;,
10;3; 1.000000, 1.000000, 1.000000;;,
11;3; 1.000000, 1.000000, 1.000000;;,
12;3; 1.000000, 1.000000, 1.000000;;,
13;3; 1.000000, 1.000000, 1.000000;;,
14;3; 1.000000, 1.000000, 1.000000;;,
15;3; 1.000000, 1.000000, 1.000000;;,
16;3; 1.000000, 1.000000, 1.000000;;,
17;3; 1.000000, 1.000000, 1.000000;;,
18;3; 1.000000, 1.000000, 1.000000;;,
19;3; 1.000000, 1.000000, 1.000000;;,
20;3; 1.000000, 1.000000, 1.000000;;,
21;3; 1.000000, 1.000000, 1.000000;;,
22;3; 1.000000, 1.000000, 1.000000;;,
23;3; 1.000000, 1.000000, 1.000000;;,
24;3; 1.000000, 1.000000, 1.000000;;,
25;3; 1.000000, 1.000000, 1.000000;;,
26;3; 1.000000, 1.000000, 1.000000;;,
27;3; 1.000000, 1.000000, 1.000000;;,
28;3; 1.000000, 1.000000, 1.000000;;,
29;3; 1.000000, 1.000000, 1.000000;;,
30;3; 1.000000, 1.000000, 1.000000;;,
31;3; 1.000000, 1.000000, 1.000000;;,
32;3; 1.000000, 1.000000, 1.000000;;,
33;3; 1.000000, 1.000000, 1.000000;;,
34;3; 1.000000, 1.000000, 1.000000;;,
35;3; 1.000000, 1.000000, 1.000000;;,
36;3; 1.000000, 1.000000, 1.000000;;,
37;3; 1.000000, 1.000000, 1.000000;;,
38;3; 1.000000, 1.000000, 1.000000;;,
39;3; 1.000000, 1.000000, 1.000000;;;
}
}
Animation {
{Cube}
AnimationKey { //Position
2;
40;
0;3; 0.000000, 0.313566, 0.513737;;,
1;3; 0.000000, 0.313566, 0.513737;;,
2;3; 0.000000, 0.313566, 0.513737;;,
3;3; 0.000000, 0.313566, 0.513737;;,
4;3; 0.000000, 0.313566, 0.513737;;,
5;3; 0.000000, 0.313566, 0.513737;;,
6;3; 0.000000, 0.313566, 0.513737;;,
7;3; 0.000000, 0.313566, 0.513737;;,
8;3; 0.000000, 0.313566, 0.513737;;,
9;3; 0.000000, 0.313566, 0.513737;;,
10;3; 0.000000, 0.313566, 0.513737;;,
11;3; 0.000000, 0.313566, 0.513737;;,
12;3; 0.000000, 0.313566, 0.513737;;,
13;3; 0.000000, 0.313566, 0.513737;;,
14;3; 0.000000, 0.313566, 0.513737;;,
15;3; 0.000000, 0.313566, 0.513737;;,
16;3; 0.000000, 0.313566, 0.513737;;,
17;3; 0.000000, 0.313566, 0.513737;;,
18;3; 0.000000, 0.313566, 0.513737;;,
19;3; 0.000000, 0.313566, 0.513737;;,
20;3; 0.000000, 0.313566, 0.513737;;,
21;3; 0.000000, 0.313566, 0.513737;;,
22;3; 0.000000, 0.313566, 0.513737;;,
23;3; 0.000000, 0.313566, 0.513737;;,
24;3; 0.000000, 0.313566, 0.513737;;,
25;3; 0.000000, 0.313566, 0.513737;;,
26;3; 0.000000, 0.313566, 0.513737;;,
27;3; 0.000000, 0.313566, 0.513737;;,
28;3; 0.000000, 0.313566, 0.513737;;,
29;3; 0.000000, 0.313566, 0.513737;;,
30;3; 0.000000, 0.313566, 0.513737;;,
31;3; 0.000000, 0.313566, 0.513737;;,
32;3; 0.000000, 0.313566, 0.513737;;,
33;3; 0.000000, 0.313566, 0.513737;;,
34;3; 0.000000, 0.313566, 0.513737;;,
35;3; 0.000000, 0.313566, 0.513737;;,
36;3; 0.000000, 0.313566, 0.513737;;,
37;3; 0.000000, 0.313566, 0.513737;;,
38;3; 0.000000, 0.313566, 0.513737;;,
39;3; 0.000000, 0.313566, 0.513737;;;
}
AnimationKey { //Rotation
0;
40;
0;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
1;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
2;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
3;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
4;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
5;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
6;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
7;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
8;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
9;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
10;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
11;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
12;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
13;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
14;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
15;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
16;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
17;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
18;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
19;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
20;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
21;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
22;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
23;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
24;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
25;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
26;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
27;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
28;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
29;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
30;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
31;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
32;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
33;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
34;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
35;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
36;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
37;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
38;4; -1.000000, 0.000000, 0.000000, 0.000000;;,
39;4; -1.000000, 0.000000, 0.000000, 0.000000;;;
}
AnimationKey { //Scale
1;
40;
0;3; 1.000000, 1.000000, 1.000000;;,
1;3; 1.000000, 1.000000, 1.000000;;,
2;3; 1.000000, 1.000000, 1.000000;;,
3;3; 1.000000, 1.000000, 1.000000;;,
4;3; 1.000000, 1.000000, 1.000000;;,
5;3; 1.000000, 1.000000, 1.000000;;,
6;3; 1.000000, 1.000000, 1.000000;;,
7;3; 1.000000, 1.000000, 1.000000;;,
8;3; 1.000000, 1.000000, 1.000000;;,
9;3; 1.000000, 1.000000, 1.000000;;,
10;3; 1.000000, 1.000000, 1.000000;;,
11;3; 1.000000, 1.000000, 1.000000;;,
12;3; 1.000000, 1.000000, 1.000000;;,
13;3; 1.000000, 1.000000, 1.000000;;,
14;3; 1.000000, 1.000000, 1.000000;;,
15;3; 1.000000, 1.000000, 1.000000;;,
16;3; 1.000000, 1.000000, 1.000000;;,
17;3; 1.000000, 1.000000, 1.000000;;,
18;3; 1.000000, 1.000000, 1.000000;;,
19;3; 1.000000, 1.000000, 1.000000;;,
20;3; 1.000000, 1.000000, 1.000000;;,
21;3; 1.000000, 1.000000, 1.000000;;,
22;3; 1.000000, 1.000000, 1.000000;;,
23;3; 1.000000, 1.000000, 1.000000;;,
24;3; 1.000000, 1.000000, 1.000000;;,
25;3; 1.000000, 1.000000, 1.000000;;,
26;3; 1.000000, 1.000000, 1.000000;;,
27;3; 1.000000, 1.000000, 1.000000;;,
28;3; 1.000000, 1.000000, 1.000000;;,
29;3; 1.000000, 1.000000, 1.000000;;,
30;3; 1.000000, 1.000000, 1.000000;;,
31;3; 1.000000, 1.000000, 1.000000;;,
32;3; 1.000000, 1.000000, 1.000000;;,
33;3; 1.000000, 1.000000, 1.000000;;,
34;3; 1.000000, 1.000000, 1.000000;;,
35;3; 1.000000, 1.000000, 1.000000;;,
36;3; 1.000000, 1.000000, 1.000000;;,
37;3; 1.000000, 1.000000, 1.000000;;,
38;3; 1.000000, 1.000000, 1.000000;;,
39;3; 1.000000, 1.000000, 1.000000;;;
}
}
} //End of AnimationSet

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@ -135,6 +135,7 @@ load_mod_lavatemple = true
load_mod_forceload = true
load_mod_more_chests = true
load_mod_3dchest = true
load_mod_connected_chests = true
load_mod_chesttools = true