MODEL   0   "gap1"
MODEL   1   "gap_22"
MODEL   2   "gap3"

;----------------------------
; crane
;---------------------------- 

ANIMATION {
  Slot                      0                         ; Slot ID (0 to 255)
  Name                      "GAP1"                 ; 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 the animation needs to be triggered
  TriggerOnce               false                     ; Whether the animation can be triggered multiple times
  PreCountdown              false                     ; Whether the animation must start before countdown (in multiplayer)

  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)
    Parent                  0                         ; Body part parent ID; must be smaller than the bone ID; not present at the main body part
    OffsetTranslation       0.000 0.000 0.000         ; Offset to parent location
    OffsetRotationAxis      0.000 -1.000 0.000        ; Offset rotation axis
    OffsetRotationAmount    7.000                     ; Offset rotation (in degrees)
  }
  ; Add more bones here.

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                    8.000                     ; 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
      Visible               true                      ; Toggle body part visibility (for all future keyframes until it is changed again)
      Translation           0.000 0.000 0.000         ; Translation
      RotationAxis          0.000 -1.000 0.000        ; Rotation axis
      RotationAmount        -14.000                     ; Rotation (in degrees)
   }
}

;----------------------------
; crane
;---------------------------- 

ANIMATION {
  Slot                      1                         ; Slot ID (0 to 255)
  Name                      "GAP22"                 ; 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 the animation needs to be triggered
  TriggerOnce               false                     ; Whether the animation can be triggered multiple times
  PreCountdown              false                     ; Whether the animation must start before countdown (in multiplayer)

  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)
    Parent                  0                         ; Body part parent ID; must be smaller than the bone ID; not present at the main body part
    OffsetTranslation       0.000 0.000 0.000         ; Offset to parent location
    OffsetRotationAxis      0.000 -1.000 0.000        ; Offset rotation axis
    OffsetRotationAmount    4.000                     ; Offset rotation (in degrees)
  }
  ; Add more bones here.

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                    6.000                     ; 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
      Visible               true                      ; Toggle body part visibility (for all future keyframes until it is changed again)
      Translation           0.000 0.000 0.000         ; Translation
      RotationAxis          0.000 -1.000 0.000        ; Rotation axis
      RotationAmount        -8.000                     ; Rotation (in degrees)
   }
}

;----------------------------
; crane
;---------------------------- 

ANIMATION {
  Slot                      2                         ; Slot ID (0 to 255)
  Name                      "GAP3"                 ; 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 the animation needs to be triggered
  TriggerOnce               false                     ; Whether the animation can be triggered multiple times
  PreCountdown              false                     ; Whether the animation must start before countdown (in multiplayer)

  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)
    Parent                  0                         ; Body part parent ID; must be smaller than the bone ID; not present at the main body part
    OffsetTranslation       0.000 0.000 0.000         ; Offset to parent location
    OffsetRotationAxis      0.000 -1.000 0.000        ; Offset rotation axis
    OffsetRotationAmount    5.000                     ; Offset rotation (in degrees)
  }
  ; Add more bones here.

  KEYFRAME {
    FrameNr                 0                         ; Number of the keyframe (0 to 255)
    Time                    4.000                     ; 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
      Visible               true                      ; Toggle body part visibility (for all future keyframes until it is changed again)
      Translation           0.000 0.000 0.000         ; Translation
      RotationAxis          0.000 -1.000 0.000        ; Rotation axis
      RotationAmount        -10.000                     ; Rotation (in degrees)

