MODEL   0   "ship1"
MODEL   1   "ship2"
MODEL   2   "panel1"
MODEL   3   "panel2"
MODEL   4   "panprop"
MODEL   5   "tree"
MODEL   6   "star"
MODEL   7   "sled"
MODEL   8   "plane"
MODEL   9   "fl"
MODEL   10   "snow"

SFX     0   "bell"


;----------------------------
; float
;---------------------------- 

ANIMATION {
  Slot                      0                         ; Slot ID (0 to 255)
  Name                      "SHIP1"                ; Display name (currently unused)
  Mode                      2                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 0                         ; Model ID (0 to 63, or -1)
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                   3.000                     ; Time (in seconds) since previous keyframe
    Type                    3                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           0.000 -400.000 0.000       ; Translation
    }
  }
}

;----------------------------
; float
;---------------------------- 

ANIMATION {
  Slot                      1                         ; Slot ID (0 to 255)
  Name                      "SHIP2"                ; Display name (currently unused)
  Mode                      2                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 1                         ; Model ID (0 to 63, or -1)
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                   3.000                     ; Time (in seconds) since previous keyframe
    Type                    3                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           0.000 -400.000 0.000       ; Translation
    }
  }
}

;----------------------------
; panel
;---------------------------- 

ANIMATION {
  Slot                      2                         ; Slot ID (0 to 255)
  Name                      "pan1"                ; Display name (currently unused)
  Mode                      0                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 2                        ; Model ID (0 to 63, or -1)
  }

  BONE {
    BoneID                  1                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 4                        ; Model ID (0 to 63, or -1)
    Parent                  0 
    OffsetTranslation       0.000 -200.000 0.000       ; Offset to parent location
    OffsetRotationAxis      0.000 1.000 0.000         ; Offset rotation axis
    OffsetRotationAmount    180.000                    ; Offset rotation (in degrees)
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                    1.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           0.000 -50.000 0.000       ; Translation
    }
    BONE {
      BoneID                1                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }

  KEYFRAME {
    FrameNr                 1                         ; Number of the keyframe (0 to 255)
    Time                    1.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           0.000 50.000 0.000       ; Translation
    }
    BONE {
      BoneID                1                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }
  }
}

;----------------------------
; panel
;---------------------------- 

ANIMATION {
  Slot                      3                         ; Slot ID (0 to 255)
  Name                      "pan2"                ; Display name (currently unused)
  Mode                      0                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 3                        ; Model ID (0 to 63, or -1)
  }

  BONE {
    BoneID                  1                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 4                        ; Model ID (0 to 63, or -1)
    Parent                  0 
    OffsetTranslation       800.000 -200.000 0.000       ; Offset to parent location
    OffsetRotationAxis      0.000 1.000 0.000         ; Offset rotation axis
    OffsetRotationAmount    180.000                    ; Offset rotation (in degrees)
  }

  BONE {
    BoneID                  2                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 4                        ; Model ID (0 to 63, or -1)
    Parent                  0 
    OffsetTranslation       -800.000 -200.000 0.000       ; Offset to parent location
    OffsetRotationAxis      0.000 1.000 0.000         ; Offset rotation axis
    OffsetRotationAmount    180.000                    ; Offset rotation (in degrees)
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                    1.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           0.000 -50.000 0.000       ; Translation
    }
    BONE {
      BoneID                1                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }
    BONE {
      BoneID                2                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }

  KEYFRAME {
    FrameNr                 1                         ; Number of the keyframe (0 to 255)
    Time                    1.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           0.000 50.000 0.000       ; Translation
    }
    BONE {
      BoneID                1                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }
    BONE {
      BoneID                2                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }
  }
}

;----------------------------
; panel
;---------------------------- 

ANIMATION {
  Slot                      4                         ; Slot ID (0 to 255)
  Name                      "tree"                ; Display name (currently unused)
  Mode                      0                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 5                        ; Model ID (0 to 63, or -1)
  }

  BONE {
    BoneID                  1                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                6                        ; Model ID (0 to 63, or -1)
    Parent                  0 
    OffsetTranslation       0.000 -0.000 0.000       ; Offset to parent location
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                    15.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        -360.000                   ; Rotation (in degrees)
    }
    BONE {
      BoneID                1                         ; Body part ID
      RotationAxis          0.000 1.000 0.000         ; Rotation axis
      RotationAmount        720.000                   ; Rotation (in degrees)
    }
  }
}

;----------------------------
; float
;---------------------------- 

ANIMATION {
  Slot                      5                         ; Slot ID (0 to 255)
  Name                      "Sled"                ; Display name (currently unused)
  Mode                      0                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 7                         ; Model ID (0 to 63, or -1)
  }
  BONE {
    BoneID                  1                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 9                         ; Model ID (0 to 63, or -1)
    OffsetTranslation       20850.000 250.000 -3200.000         ; Offset to parent location
  }


  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                   20.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      RotationAxis          0.000 1.000 0.000        ; Rotation axis
      RotationAmount        360.000                     ; Rotation (in degrees)
    BONE {
      BoneID                1                         ; Body part ID
      SPARK {
        Type                17                        ; Particle type, defined in properties.txt (0 to 63, or -1)
        AverageSpeed        200                         ; Average speed of particle (0 to 200)
        VariableSpeed       0                         ; Speed variation of particle (0 to 200)
        Frequency           50                         ; Particle generation frequency (1 to 200, or 0 for one-shot)
      SFX {
        SfxID               0                        ; Sound ID (0 to 63, or -1)
        Range               100                         ; Range multiplier (0 to 100)
        Looping             true                     ; Whether the sound is continuous or one-shot
      }
    }
  }
}

;----------------------------
; float
;---------------------------- 

ANIMATION {
  Slot                      6                         ; Slot ID (0 to 255)
  Name                      "jet"                ; Display name (currently unused)
  Mode                      0                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 8                         ; Model ID (0 to 63, or -1)
    OffsetRotationAxis      0.000 1.000 0.000         ; Offset rotation axis
    OffsetRotationAmount    300.000                    ; Offset rotation (in degrees)
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                   20.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      RotationAxis          0.000 1.000 0.000        ; Rotation axis
      RotationAmount        360.000                     ; Rotation (in degrees)
    }
  }
}
;----------------------------
; float
;---------------------------- 

ANIMATION {
  Slot                      7                         ; Slot ID (0 to 255)
  Name                      "snow"                ; Display name (currently unused)
  Mode                      0                         ; 0: loop / 1: animate a single time, stopping after the last frame / 2: back and forth (reverse after last keyframe)
  NeedsTrigger              false                     ; whether it has to be triggered to start

  BONE {
    BoneID                  0                         ; Body part ID (0 to 15); part 0 is the main body part
    ModelID                 10                         ; Model ID (0 to 63, or -1)
  }

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                   1.000                     ; Time (in seconds) since previous keyframe
    Type                    0                         ; Interpolation type. 0 - linear, 1 - smooth start, 2 - smooth end, 3 - both smooth, 4 - overshoot
    BONE {
      BoneID                0                         ; Body part ID
      Translation           -5500.000 800.000 0.000       ; Translation
    }
  }
}


