Chariot meshes and actors
This was SVN commit r6171.
This commit is contained in:
parent
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commit
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@ -5,7 +5,10 @@
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<group>
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<group>
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<variant frequency="100" name="Mesh">
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<variant frequency="100" name="Mesh">
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<mesh>skeletal/donkey.pmd</mesh>
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<animations>
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<animation file="quadraped/donkey_idle_01.dae" name="idle"/>
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</animations>
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<mesh>skeletal/donkey.dae</mesh>
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</variant>
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</variant>
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</group>
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</group>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<animations>
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<animation file="mechanical/chariot_walk.dae" name="walk" speed="20"/>
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<animation file="mechanical/chariot_run.dae" name="run" speed="8"/>
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<animation file="mechanical/chariot_idle.dae" name="idle" speed="10"/>
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</animations>
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<mesh>structural/celt_char_b.dae</mesh>
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<props>
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<prop actor="units/celts/super_unit_4_h.xml" attachpoint="horseright"/>
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<prop actor="units/celts/super_unit_4_h.xml" attachpoint="horseleft"/>
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<prop actor="units/celts/boudicca.xml" attachpoint="rider"/>
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<prop actor="units/celts/super_unit_4_d.xml" attachpoint="driver"/>
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</props>
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<texture>structural/celt_chariot_b.dds</texture>
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</variant>
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</group>
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</actor>
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@ -1,40 +1,37 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<actor version="1">
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<castshadow/>
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<castshadow/>
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<group>
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<group>
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<variant frequency="1" name="Base">
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<variant frequency="1" name="Base">
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<animations>
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<animations>
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<animation file="infantry/sword/attack/isw_s_def_06.psa" name="Idle" speed="1"/>
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<animation file="infantry/sword/attack/isw_s_def_06.psa" name="Idle" speed="1"/>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
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<animation file="biped/dudewalk_swordshield.psa" name="Walk" speed="20"/>
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<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="8"/>
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<animation file="infantry/sword/move/run/isw_s_off_01.psa" name="Run" speed="8"/>
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<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="8"/>
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<animation file="infantry/sword/move/run/isw_s_em_03.psa" name="Run" speed="8"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_def_01.psa" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_2_hand_sword_attack_a.dae" name="Attack" speed="100"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_def_06.psa" name="Attack" speed="100"/>
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<animation event="0.5" file="biped/inf_2_hand_sword_attack_b.dae" name="Attack" speed="100"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_em_04.psa" name="Attack" speed="100"/>
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<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
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<animation event="0.5" file="infantry/sword/attack/isw_s_off_03.psa" name="Attack" speed="100"/>
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<animation file="infantry/general/death/inf_02.psa" name="Death" speed="400"/>
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<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_02.psa" name="Death" speed="400"/>
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</animations>
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<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
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<mesh>skeletal/m_pants_celt.dae</mesh>
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</animations>
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<props>
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<mesh>skeletal/m_pants_celt.dae</mesh>
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<prop actor="props/units/heads/celt_helmet_b.xml" attachpoint="helmet"/>
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<props>
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<prop actor="props/units/heads/head_celt_su3.xml" attachpoint="head"/>
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<prop actor="props/units/heads/celt_helmet_b.xml" attachpoint="helmet"/>
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<prop actor="props/temp/l_sheath.xml" attachpoint="l_hip"/>
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<prop actor="props/units/heads/head_celt_su3.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/spatha.xml" attachpoint="r_hand"/>
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<prop actor="props/temp/l_sheath.xml" attachpoint="l_hip"/>
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</props>
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<prop actor="props/units/weapons/spatha.xml" attachpoint="r_hand"/>
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</variant>
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<prop actor="props/units/shields/celt_buckler_c.xml" attachpoint="shield"/>
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</group>
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</props>
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</variant>
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<group>
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</group>
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<variant frequency="1" name="chainmail-1">
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<texture>skeletal/celt_su3_soldurii_1.dds</texture>
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<group>
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</variant>
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<variant frequency="1" name="chainmail-1">
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</group>
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<texture>skeletal/celt_su3_soldurii_1.dds</texture>
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</variant>
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<material>player_trans.xml</material>
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</group>
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</actor>
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<material>player_trans.xml</material>
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</actor>
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@ -0,0 +1,24 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant>
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<animations>
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<animation file="mechanical/chariot_walk.dae" name="walk" speed="20"/>
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<animation file="mechanical/chariot_run.dae" name="run" speed="8"/>
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<animation file="mechanical/chariot_idle.dae" name="idle" speed="10"/>
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</animations>
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<mesh>structural/celt_char_a.dae</mesh>
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<props>
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<prop actor="units/celts/super_unit_4_h.xml" attachpoint="horseright"/>
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<prop actor="units/celts/super_unit_4_h.xml" attachpoint="horseleft"/>
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<prop actor="units/celts/super_unit_4_d.xml" attachpoint="driver"/>
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<prop actor="units/celts/super_unit_4_r.xml" attachpoint="rider"/>
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</props>
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<texture>structural/celt_chariot_a.dds</texture>
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</variant>
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</group>
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</actor>
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@ -0,0 +1,64 @@
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="infantry/spear/idle/isp_01.psa" name="Idle" speed="200"/>
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<animation file="infantry/general/dude/dudeidle.psa" name="Walk" speed="20"/>
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<animation file="infantry/general/dude/dudeidle.psa" name="Run" speed="5"/>
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<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
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</animations>
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<mesh>skeletal/m_pants_celt.dae</mesh>
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<props>
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<prop actor="props/units/heads/head_lime.xml" attachpoint="head"/>
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</props>
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Clothes-1">
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<texture>skeletal/celt_isw_a_01.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-2">
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<texture>skeletal/celt_isw_a_02.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-3">
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<texture>skeletal/celt_isw_a_03.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-4">
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<texture>skeletal/celt_isw_a_04.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-5">
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<texture>skeletal/celt_isw_a_05.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-6">
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<texture>skeletal/celt_isw_a_06.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-7">
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<texture>skeletal/celt_isw_a_07.dds</texture>
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</variant>
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<variant frequency="3" name="Clothes-8">
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<texture>skeletal/celt_isw_a_08.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-9">
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<texture>skeletal/celt_isw_a_09.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-10">
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<texture>skeletal/celt_isw_a_10.dds</texture>
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</variant>
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<variant frequency="1" name="Clothes-11">
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<texture>skeletal/celt_isw_a_11.dds</texture>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
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<animation file="quadraped/horse_gallop.psa" name="Run" speed="8"/>
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<animation file="quadraped/horse_walk.psa" name="Walk" speed="20"/>
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<animation event=".5" file="quadraped/horse_attack_a.psa" name="Melee" speed="105"/>
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<animation event=".5" file="quadraped/horse_attack_b.psa" name="Melee" speed="95"/>
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<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
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</animations>
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<mesh>skeletal/horse.pmd</mesh>
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</variant>
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</group>
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<group>
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<variant frequency="7" name="feet">
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<texture>skeletal/horse_celt_feet_a.dds</texture>
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</variant>
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<variant frequency="5" name="blaze">
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<texture>skeletal/horse_celt_blaze_a.dds</texture>
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</variant>
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<variant frequency="5" name="face">
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<texture>skeletal/horse_celt_face_a.dds</texture>
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</variant>
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<variant frequency="7" name="star">
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<texture>skeletal/horse_celt_star_a.dds</texture>
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</variant>
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<variant frequency="3" name="dapple">
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<texture>skeletal/horse_celt_dapple_a.dds</texture>
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</variant>
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<variant frequency="2" name="snip">
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<texture>skeletal/horse_celt_snip_a.dds</texture>
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</variant>
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<variant frequency="5" name="stripe">
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<texture>skeletal/horse_celt_stripe_a.dds</texture>
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</variant>
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</group>
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<group>
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<variant frequency="2" name="black">
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<colour>81 81 85</colour>
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</variant>
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<variant frequency="2" name="chocolate">
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<colour>98 68 58</colour>
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</variant>
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<variant frequency="2" name="chestnut">
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<colour>248 132 86</colour>
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</variant>
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<variant frequency="2" name="roan">
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<colour>242 219 164</colour>
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</variant>
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<variant frequency="2" name="liver">
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<colour>172 95 68</colour>
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</variant>
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<variant frequency="2" name="brown">
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<colour>255 148 89</colour>
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</variant>
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</group>
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<material>objectcolor.xml</material>
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</actor>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<actor version="1">
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<castshadow/>
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<group>
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<variant frequency="100" name="Base">
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<animations>
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<animation file="infantry/general/dude/dudeidle.psa" name="Idle" speed="200"/>
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<animation event="0.4" file="infantry/javelin/attack/ijv_off_01.psa" load="0" name="Melee" speed="100"/>
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<animation file="infantry/general/dude/dudeidle.psa" name="Walk" speed="20"/>
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<animation file="infantry/general/dude/dudeidle.psa" name="Run" speed="5"/>
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<animation file="infantry/general/death/inf_01.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_02.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_03.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_04.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_06.psa" name="Death" speed="200"/>
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<animation file="infantry/general/death/inf_07.psa" name="Death" speed="200"/>
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</animations>
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<mesh>skeletal/m_tights.dae</mesh>
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<props>
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<prop actor="props/units/heads/celt_helmet_b.xml" attachpoint="helmet"/>
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<prop actor="props/units/heads/head_celt.xml" attachpoint="head"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="projectile"/>
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</props>
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</variant>
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</group>
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<group>
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<variant frequency="1" name="Tattoos-1">
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<texture>skeletal/celt_ijv_e_01.dds</texture>
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</variant>
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<variant frequency="1" name="Tattoos-2">
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<texture>skeletal/celt_ijv_e_02.dds</texture>
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</variant>
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<variant frequency="1" name="Tattoos-3">
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<texture>skeletal/kart_isw_a_01.dds</texture>
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</variant>
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<variant frequency="1" name="Tattoos-4">
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<texture>skeletal/kart_isw_a_02.dds</texture>
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</variant>
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</group>
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<group>
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<variant frequency="100" name="Idle">
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<props>
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<prop actor="props/units/weapons/jav.xml" attachpoint="r_hand"/>
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</props>
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</variant>
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<variant name="Melee">
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<props>
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<prop actor="props/units/weapons/jav.xml" attachpoint="l_hand"/>
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<prop actor="props/units/weapons/jav.xml" attachpoint="loaded-r_hand"/>
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<prop actor="" attachpoint="r_hand"/>
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<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
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</props>
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</variant>
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</group>
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<material>player_trans.xml</material>
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</actor>
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BIN
binaries/data/mods/official/art/animation/biped/inf_pack_walk.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/animation/biped/inf_pack_walk.dae
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/animation/mechanical/chariot_idle.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/animation/mechanical/chariot_idle.dae
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/animation/mechanical/chariot_run.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/animation/mechanical/chariot_run.dae
(Stored with Git LFS)
Normal file
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BIN
binaries/data/mods/official/art/animation/mechanical/chariot_walk.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/animation/mechanical/chariot_walk.dae
(Stored with Git LFS)
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BIN
binaries/data/mods/official/art/meshes/skeletal/m_pants_tunic-w.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/meshes/skeletal/m_pants_tunic-w.dae
(Stored with Git LFS)
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BIN
binaries/data/mods/official/art/meshes/structural/celt_char_a.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/meshes/structural/celt_char_a.dae
(Stored with Git LFS)
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BIN
binaries/data/mods/official/art/meshes/structural/celt_char_b.dae
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/meshes/structural/celt_char_b.dae
(Stored with Git LFS)
Normal file
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@ -393,4 +393,144 @@ This skeleton is for the deer and any other similiar shaped animals with the exa
|
|||||||
</bone>
|
</bone>
|
||||||
</skeleton>
|
</skeleton>
|
||||||
|
|
||||||
|
<standard_skeleton title="Chariot Skeleton" id="chariot">
|
||||||
|
<bone name="base">
|
||||||
|
<bone name="chariot">
|
||||||
|
<bone name="left_wheel"></bone>
|
||||||
|
<bone name="right_wheel"></bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</standard_skeleton>
|
||||||
|
|
||||||
|
<skeleton title="Chariot Skeleton" target="chariot">
|
||||||
|
<identifier>
|
||||||
|
<root>base</root>
|
||||||
|
</identifier>
|
||||||
|
<bone name="base"><target>base</target>
|
||||||
|
<bone name="chariot"><target>chariot</target>
|
||||||
|
<bone name="left_wheel"><target>left_wheel</target>
|
||||||
|
</bone>
|
||||||
|
<bone name="right_wheel"><target>right_wheel</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</skeleton>
|
||||||
|
|
||||||
|
<standard_skeleton title="Horse Biped" id="Horse">
|
||||||
|
<bone name="root">
|
||||||
|
<bone name="pelvis">
|
||||||
|
<bone name="spine">
|
||||||
|
<bone name="spine1">
|
||||||
|
<bone name="neck">
|
||||||
|
<bone name="neck1">
|
||||||
|
<bone name="head">
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="l_clavicle">
|
||||||
|
<bone name="l_upperarm">
|
||||||
|
<bone name="l_forearm">
|
||||||
|
<bone name="l_hand">
|
||||||
|
<bone name="l_finger">
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="r_clavicle">
|
||||||
|
<bone name="r_upperarm">
|
||||||
|
<bone name="r_forearm">
|
||||||
|
<bone name="r_hand">
|
||||||
|
<bone name="r_finger">
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="l_thigh">
|
||||||
|
<bone name="l_calf">
|
||||||
|
<bone name="l_foot">
|
||||||
|
<bone name="l_toe">
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="r_thigh">
|
||||||
|
<bone name="r_calf">
|
||||||
|
<bone name="r_foot">
|
||||||
|
<bone name="r_toe">
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="tail">
|
||||||
|
<bone name="tail1">
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</standard_skeleton>
|
||||||
|
|
||||||
|
<skeleton title="3ds Max Horse biped" target="Horse">
|
||||||
|
<identifier>
|
||||||
|
<root>Horse</root>
|
||||||
|
</identifier>
|
||||||
|
<bone name="Horse"><target>root</target>
|
||||||
|
<bone name="Horse_Pelvis"><target>pelvis</target>
|
||||||
|
<bone name="Horse_Spine"><target>spine</target>
|
||||||
|
<bone name="Horse_Spine1"><target>spine1</target>
|
||||||
|
<bone name="Horse_Neck"><target>neck</target>
|
||||||
|
<bone name="Horse_Neck1"><target>neck1</target>
|
||||||
|
<bone name="Horse_Head"><target>head</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="Horse_L_Clavicle"><target>l_clavicle</target>
|
||||||
|
<bone name="Horse_L_UpperArm"><target>l_upperarm</target>
|
||||||
|
<bone name="Horse_L_Forearm"><target>l_forearm</target>
|
||||||
|
<bone name="Horse_L_Hand"><target>l_hand</target>
|
||||||
|
<bone name="Horse_L_Finger0"><target>l_finger</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="Horse_R_Clavicle"><target>r_clavicle</target>
|
||||||
|
<bone name="Horse_R_UpperArm"><target>r_upperarm</target>
|
||||||
|
<bone name="Horse_R_Forearm"><target>r_forearm</target>
|
||||||
|
<bone name="Horse_R_Hand"><target>r_hand</target>
|
||||||
|
<bone name="Horse_R_Finger0"><target>r_finger</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="Horse_L_Thigh"><target>l_thigh</target>
|
||||||
|
<bone name="Horse_L_Calf"><target>l_calf</target>
|
||||||
|
<bone name="Horse_L_Foot"><target>l_foot</target>
|
||||||
|
<bone name="Horse_L_Toe0"><target>l_toe</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="Horse_R_Thigh"><target>r_thigh</target>
|
||||||
|
<bone name="Horse_R_Calf"><target>r_calf</target>
|
||||||
|
<bone name="Horse_R_Foot"><target>r_foot</target>
|
||||||
|
<bone name="Horse_R_Toe0"><target>r_toe</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
<bone name="Horse_Tail"><target>tail</target>
|
||||||
|
<bone name="Horse_Tail1"><target>tail1</target>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</bone>
|
||||||
|
</skeleton>
|
||||||
|
|
||||||
</skeletons>
|
</skeletons>
|
BIN
binaries/data/mods/official/art/textures/skins/structural/celt_chariot_a.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/structural/celt_chariot_a.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
binaries/data/mods/official/art/textures/skins/structural/celt_chariot_b.dds
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/official/art/textures/skins/structural/celt_chariot_b.dds
(Stored with Git LFS)
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user