$modelname "H:\3DSMAX3\Scenes\greedo\décompilé\greedo.mdl"
$cd "\3DSMAX3\Scenes\greedo\décompilé\"
$cdtexture "\3DSMAX3\Scenes\greedo\décompilé\"
$cliptotextures
$externaltextures

$scale 1.0

$eyeposition 0.000000 0.000000 50.000000

// 2 attachments
$attachment 0 "Bip01 R Hand" 17.000000 0.000000 3.000000 
$attachment 1 "Bip01 R Hand" 0.000000 0.000000 0.000000 

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

// 19 hit boxes
$hbox 2 "Bip01 Spine2" -4.000000 -3.190000 -5.500000  6.100000 4.390000 5.500000
$hbox 3 "Bip01 Spine" -1.410000 -2.020000 -4.740000  5.500000 3.470000 4.740000
$hbox 1 "Bip01 Neck" 0.000000 -1.640000 -1.600000  3.250000 2.380000 1.650000
$hbox 1 "Bip01 Head" -0.900000 -4.030000 -3.620000  9.150000 8.820000 3.640000
$hbox 2 "Bip01 L Clavicle" 0.000000 -3.820000 -3.530000  5.700000 2.830000 1.250000
$hbox 4 "Bip01 L UpperArm" -0.410000 -2.360000 -2.000000  11.490000 1.530000 1.500000
$hbox 4 "Bip01 L Forearm" 0.000000 -1.720000 -2.000000  11.630000 0.960000 1.500000
$hbox 4 "Bip01 L Hand" -1.730000 -0.420000 -0.540000  5.620000 1.200000 2.650000
$hbox 2 "Bip01 R Clavicle" 0.000000 -3.820000 -1.250000  5.710000 2.830000 3.730000
$hbox 5 "Bip01 R UpperArm" -0.430000 -2.360000 -1.500000  11.610000 1.490000 2.000000
$hbox 5 "Bip01 R Forearm" -0.030000 -1.820000 -1.500000  11.420000 0.840000 2.000000
$hbox 5 "Bip01 R Hand" -1.730000 -0.420000 -0.540000  5.620000 1.200000 2.650000
$hbox 6 "Bip01 L Thigh" 0.000000 -3.160000 -2.500000  13.820000 3.730000 3.500000
$hbox 6 "Bip01 L Calf" 0.000000 -1.730000 -1.500000  14.960000 2.140000 2.220000
$hbox 6 "Bip01 L Foot" 0.000000 -0.100000 -0.880000  3.020000 4.710000 1.400000
$hbox 7 "Bip01 R Thigh" 0.000000 -3.160000 -3.500000  13.830000 3.730000 2.500000
$hbox 7 "Bip01 R Calf" 0.000000 -1.750000 -2.230000  14.940000 2.140000 1.500000
$hbox 7 "Bip01 R Foot" 0.000000 -0.100000 -1.500000  3.000000 4.710000 0.970000
$hbox 10 "pistol" -5.280000 -5.210000 -0.380000  11.270000 2.410000 1.820000

$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 "idle1" loop fps 30 ACT_IDLE 50 { event 8 15 } { event 8 119 } { event 8 239 } 
$sequence combat_idle "combat_idle" loop fps 15 ACT_IDLE_ANGRY 1 
$sequence draw "draw" 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 "boiteux" LX loop fps 15 ACT_WALK_HURT 1 
$sequence papillon "papillon" 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 "couvert" fps 15 ACT_COWER 1 
$sequence mattack1 "mattack1" fps 15 ACT_MELEE_ATTACK1 1 { event 2 8 } 
$sequence mattack2 "mattack2" fps 15 ACT_MELEE_ATTACK1 1 { event 3 7 } 
$sequence baisse "baisse" fps 15 ACT_CROUCH 1 
$sequence victory "victory" loop fps 15 ACT_VICTORY_DANCE 1 
$sequence observe "observe" 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 "standing_pistol_blend1" "standing_pistol_blend2" fps 12 ACT_RANGE_ATTACK1 2 blend XR -45 45 { event 1 2 } { event 5001 2 "50" } 
$sequence crouching_pistol "crouching_pistol_blend1" "crouching_pistol_blend2" fps 12 ACT_RANGE_ATTACK1 1 blend XR -45 45 { event 1 2 } { event 1 8 } { event 5001 2 "50" } { event 5001 8 "50" } 
$sequence recharge "recharge" 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 "deadstomach" fps 10 
$sequence deadside "deadside" fps 10 
$sequence deadsitting "deadsitting" fps 10 
