-- [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