$modelname "H:\3DSMAX3\Scenes\greedo\greedo.mdl"
$cd "\3DSMAX3\Scenes\greedo\"
$cdtexture "\3DSMAX3\Scenes\greedo\skin"

$cliptotextures
$externaltextures

$scale 1.0

$eyeposition 0.000000 0.000000 50.000000

// 2 attachments
// éclair de bouche de l'arme
$attachment 0 "Bip01 R Hand" 17 0 3 X 1

// main droite (attachement de l'arme)
$attachment 1 "Bip01 R Hand" 0 0 0 X 1


// 1 bone controllers
$controller 0 "Bip01 Head" XR -45 45

//  hit boxes
$hbox 2 "Bip01 Spine2" -4.00 -3.19 -5.5  6.10 4.39 5.5
$hbox 3 "Bip01 Spine" -1.41 -2.02 -4.74  5.5 3.47 4.74

$hbox 1 "Bip01 Neck" -0.00 -1.64 -1.60  3.25 2.38 1.65
$hbox 1 "Bip01 Head" -0.90 -4.03 -3.62  9.15 8.82 3.64

$hbox 2 "Bip01 L Clavicle" 0.00 -3.82 -3.53  5.70 2.83 1.25
$hbox 4 "Bip01 L UpperArm" -0.41 -2.36 -2  11.49 1.53 1.5
$hbox 4 "Bip01 L Forearm" 0.00 -1.72 -2  11.63 0.96 1.5
$hbox 4 "Bip01 L Hand" -1.73 -0.42 -0.54  5.62 1.20 2.65

$hbox 2 "Bip01 R Clavicle" 0.00 -3.82 -1.25  5.71 2.83 3.73
$hbox 5 "Bip01 R UpperArm" -0.43 -2.36 -1.5  11.61 1.49 2
$hbox 5 "Bip01 R Forearm" -0.03 -1.82 -1.5  11.42 0.84 2
$hbox 5 "Bip01 R Hand" -1.73 -0.42 -0.54  5.62 1.20 2.65

$hbox 6 "Bip01 L Thigh" 0.00 -3.16 -2.5  13.82 3.73 3.5
$hbox 6 "Bip01 L Calf" 0.00 -1.73 -1.5  14.96 2.14 2.22
$hbox 6 "Bip01 L Foot" 0.00 -0.10 -0.88  3.02 4.71 1.40

$hbox 7 "Bip01 R Thigh" 0.00 -3.16 -3.5  13.83 3.73 2.5
$hbox 7 "Bip01 R Calf" 0.00 -1.75 -2.23  14.94 2.14 1.5
$hbox 7 "Bip01 R Foot" 0.00 -0.10 -1.50  3.00 4.71 0.97

$hbox 10 "pistol" -5.28 -5.21 -0.38  11.27 2.41 1.82


// body groups

$bodygroup body
{
 studio "greedo_ref"
}

$bodygroup weapons 
{
studio "pistol_ref"
blank
}



// 35 sequences



$sequence idle1 "idle1" loop fps 30 ACT_IDLE 50 { event 8 50 } { event 8 115 } { event 8 237 }
$sequence idle1 "grattecul" loop fps 30 ACT_IDLE 50 { event 8 15 } { event 8 119 } { event 8 239 }
$sequence combat_idle "idle2" loop fps 15 ACT_IDLE_ANGRY 1
$sequence draw "drawweapon" fps 20 ACT_ARM 1 { event 6 10 }
$sequence holster "holster" fps 15 ACT_DISARM 1 { event 7 10 }
$sequence walk "walk" LX loop fps 35 ACT_WALK 1
$sequence boiteux "boite" LX loop fps 15 ACT_WALK_HURT 1 
$sequence papillon "idle2" LX loop fps 15 ACT_GLIDE 1
$sequence run "run" LX loop fps 35 ACT_RUN 1 
$sequence limprun "limprun" LX loop fps 20 ACT_RUN_HURT 1 
$sequence turnl "turnl" fps 15 ACT_TURN_LEFT 1 
$sequence turnr "turnr" fps 15 ACT_TURN_RIGHT 1 
$sequence couvert "cover" fps 15 ACT_COWER 1
$sequence mattack1 "leftpunch" fps 15 ACT_MELEE_ATTACK1 1 { event 2 8 } 
$sequence mattack2 "rightpunch" fps 15 ACT_MELEE_ATTACK1 1 { event 3 7 } 
$sequence baisse "accroupi" fps 15 ACT_CROUCH 1 
$sequence victory "victoire" loop fps 15 ACT_VICTORY_DANCE 1 
$sequence observe "regarde" fps 15 ACT_STAND 1 
$sequence smallflinch "smallflinch" fps 15 ACT_SMALL_FLINCH 1 
$sequence bigflinch "bigflinch" fps 15 ACT_BIG_FLINCH 1 
$sequence larmflinch "larmflinch" fps 20 ACT_FLINCH_LEFTARM 1 
$sequence llegflinch "llegflinch" fps 20 ACT_FLINCH_LEFTLEG 1 
$sequence rarmflinch "rarmflinch" fps 20 ACT_FLINCH_RIGHTARM 1 
$sequence rlegflinch "rlegflinch" fps 20 ACT_FLINCH_RIGHTLEG 1 
$sequence standing_pistol "tir_bas" "tir_haut" fps 12 blend XR -45 45  ACT_RANGE_ATTACK1 2 {
{ event 1 2 }
{ event 5001 2 "50" } 
}
$sequence crouching_pistol "tirrap_bas" "tirrap_haut" fps 12 blend XR -45 45  ACT_RANGE_ATTACK1 1 {
{ event 1 2 } { event 1 8 }
{ event 5001 2 "50" } { event 5001 8 "50" }
}
$sequence recharge "reload" fps 20 ACT_RELOAD 1 { event 4 60 }
$sequence diehead "diehead" fps 20 ACT_DIE_HEADSHOT 1 { event 2002 15 } { event 5 25 }
$sequence diegut "diegut" fps 20 ACT_DIE_GUTSHOT 1 { event 2002 14 } { event 5 55 }
$sequence dieforward "dieforward" fps 16 ACT_DIEFORWARD 1 { event 2002 10 } { event 5 35 }
$sequence diesimple "diesimple" fps 10 ACT_DIESIMPLE 1 { event 2002 6 } { event 5 10 }
$sequence diebackward "diebackward" fps 15 ACT_DIEBACKWARD 1 { event 2002 25 } { event 5 55 }
$sequence deadstomach "mort_ventre" fps 10
$sequence deadside "mort_cote" fps 10
$sequence deadsitting "mort_assit" fps 10
