//--------------------------------------------------------------------------- // npd //--------------------------------------------------------------------------- // skeleton rig rig "npd" { skeleton "npd"; // roots jointIndex_AIRoot 0; jointIndex_OrientationRoot 0; joint_MotionRoot "Motion_Root"; joint_BalanceRoot "Balance_Root"; joint_CharacterRoot "Character_Root"; // balance root maxBalanceRootCompress 0.25; // legs leg "left" { jointIndex_FootPlant 1; footPlantChannelIndex 1; joint_FKMin "Hip_L"; joint_FKMax "Ball_L"; joint_Thigh "Hip_L"; joint_Knee "Knee_L"; joint_Ankle "Ankle_L"; //joint_Effector "Left_Foot"; //joint_PoleVector "Left_Knee"; //joint_OrientOffset "L_Foot_O_Off"; isIKRigged 0; }; leg "right" { jointIndex_FootPlant 1; footPlantChannelIndex 0; joint_FKMin "Hip_R"; joint_FKMax "Ball_R"; joint_Thigh "Hip_R"; joint_Knee "Knee_R"; joint_Ankle "Ankle_R"; //joint_Effector "Right_Foot"; //joint_PoleVector "Right_Knee"; //joint_OrientOffset "R_Foot_O_Off"; isIKRigged 0; }; }; // bank bank "npd" { // reference to skeleton configuration rig "npd"; default animation.blendOutTime 0.1; default animation.blendInTime 0.1; animation "turn60_CCW" { animation "npd_turn60_CCW"; }; animation "turn60_CW" { animation "npd_turn60_CW"; }; animation "fall_land" { animation "npd_fall_land"; }; animation "flail" { animation "npd_flail"; blendOutTime 0.0; blendInTime 0.0; }; animation "get_up" { animation "npd_get_up"; blendOutTime 0.0; blendInTime 0.0; }; animation "dodge" { animation "npd_dodge"; }; animation "cringe" { animation "npd_cringe"; }; animation "nis_idle0" { animation "npd_nis_idle0"; }; animation "nis_idle1" { animation "npd_nis_idle1"; }; animation "dialogue_thinking" { animation "npd_dialogue_thinking"; }; animation "dialogue_hands_on_hips" { animation "npd_dialogue_hands_on_hips"; }; animation "dialogue_scratch_head" { animation "npd_dialogue_scratch_head"; }; animation "dialogue_hands_in_air" { animation "npd_dialogue_hands_in_air"; }; animation "dialogue_shaking_fist" { animation "npd_dialogue_shaking_fist"; }; animation "dialogue_cross_arms" { animation "npd_dialogue_cross_arms"; }; animation "dialogue_no" { animation "npd_dialogue_no"; }; animation "dialogue_yes" { animation "npd_dialogue_yes"; }; animation "dialogue_open_arm_hand_gesture" { animation "npd_dialogue_open_arm_hand_gesture"; }; animation "dialogue_shake_hand_in_air" { animation "npd_dialogue_shake_hand_in_air"; }; // in car animations borrowed from ndr and nps anim sets animation "in_car_idle_driver" { animation "ndr_in_car_idle"; blendInTime 0; blendOutTime 0; }; animation "in_car_idle" { animation "npd_in_car_idle"; blendInTime 0; blendOutTime 0; }; animation "seatmove" { animation "npd_seatmove"; blendInTime 0; blendOutTime 0; }; animation "turn_left_driver" { animation "ndr_turn_left"; }; animation "turn_right_driver" { animation "ndr_turn_right"; }; animation "accelerate_driver" { animation "ndr_accelerate"; }; animation "crash_driver" { animation "ndr_crash"; }; animation "decelerate_driver" { animation "ndr_decelerate"; }; animation "look_back_driver" { animation "ndr_look_back"; }; animation "sway_left_driver" { animation "ndr_sway_left"; }; animation "sway_right_driver" { animation "ndr_sway_right"; }; animation "wave_driver" { animation "ndr_wave"; }; animation "wave_goodbye_driver" { animation "ndr_wave_goodbye"; }; animation "point_left" { animation "nps_point_left"; }; animation "point_right" { animation "nps_point_right"; }; animation "point_straight_ahead" { animation "nps_point_straight_ahead"; }; animation "look_back" { animation "nps_look_back"; }; animation "look_left" { animation "nps_look_left"; }; animation "look_right" { animation "nps_look_right"; }; animation "sway_right" { animation "nps_sway_right"; }; animation "sway_left" { animation "nps_sway_left"; }; animation "in_car_victory_large_driver" { animation "ndr_in_car_victory_large"; }; animation "in_car_victory_small_driver" { animation "ndr_in_car_victory_small"; }; animation "in_car_victory_large" { animation "nps_victory_large"; }; animation "in_car_victory_small" { animation "nps_victory_small"; }; locomotion "walkerLoco" { velocityCount 3; // includes idle. directionCount 1; idle "npd_loco_idle_rest"; blendInTime 0.1; blendOutTime 0.1; priority 1; animation "npd_loco_walk"; animation "npd_loco_run"; //animation "npd_loco_dash"; }; }; // End of file.