How to compile an animation for a source engine model (gmod in this case)

I am trying to make a metrocop that can shoot shotguns, AR2s, throw grenades, and melee (hitting guys with their rifle like the combine soldiers do not using a crowbar or stunstick) (they currently just T-pose when they try to do any of those things without any edits) while keeping the walk, run, pistol, and SMG animations of the metrocop. But when I try to compile the QC file it says it does not know what the weightgroup is (even though it came from the metrocop anims qc file).

This is the current QC file.

I have tried googling how to do this but have found nothing of any use.

I have tried using Crowbar and guistudiomdl.

Any help would be appreciated.

Thanks in advance!

When you said you were adding those other weapon animations that the metrocop normally doesn’t use, where did you get those animations from? As in, which model did you decompile and add in these animations?

I decompiled the Combine Soldier animations file. I know the Animations work because if I just add the whole thing in the qc (just add the whole animations file) the animations work but the one for the AR2 and SMG are horribly stuttery because the NPC does not know what animation to use (because both the Combine Soldier and the metrocop have animations for them). That is why I want to just add the animations for the guns that do not work with the metrocop (shotgun, AR2, and melee).

[editline]19th May 2015[/editline]

Ok. Looking closer at what you asked I think I may have misinterpreted.

I am trying to make a model that functions like how you just put “$includemodel “combine_soldier_anims.mdl”” into the qc file of a model that you just want to have the Combine Soldier’s animations on the model. I would just make a file I would put into the models that would function in the same way as that but instead of “$includemodel “combine_soldier_anims.mdl”” it would be “$includemodel “Blue22111_anims.mdl”” (that is what I intend to name the model). It would have the animations for all of the guns (other then the alyx gun) and not have any animation issues like I currently have with the NPCs I am trying to make but work for all models (so if I convert a playermodel into an NPC I can just change one line in the qc of the NPC’s model and have all of the animations I need).

Well I figured out how to deal with the weightgroups (I had to remove “//” from some spots). But now it is saying " could not load file ‘fps’ ". Do any of you know what that means?

Here is the updated QC file. https://drive.google.com/file/d/0B8RWiKSTUMxCWnJTLVV2a1NSUW8/view?usp=sharing

What line did you get that error? I don’t want to scan through so many lines for it.

Why are you even decompiling animation files anyway? From what I can tell can’t you just change the $includmodel statements?

And besides, Crowbar is an excellent tool, but it still can’t properly decompile animations. No doubt you’ll get unfixable oddities after compiling.

I could change that but it creates animation bugs with the SMG that really bug me.

Do you know of something that can properly decompile animations?

[editline]19th May 2015[/editline]

I don’t really know how to read this stuff so here is the log from the compiling attempt.


 "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe" -nop4  -r  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\New folder\Blue22111_anim\Blue22111_animations - Copy.qc"
Process started >>>
WARNING: Failed to load keyvalues file cfg/mount.cfg!
qdir:    "c:\users\blue22111\desktop\source games\gmod mods\metrocop allies pack\models
ew folder\blue22111_anim\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\"
g_path:  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\New folder\Blue22111_anim\Blue22111_animations - Copy.qc"
Building binary model files...
Working on "Blue22111_animations - Copy.qc"
SMD MODEL police_animations_anims\a_pose_neutral.smd
SMD MODEL police_animations_anims\a_body_rot.smd
SMD MODEL police_animations_anims\a_body_rot_z_rt.smd
SMD MODEL police_animations_anims\a_body_rot_z_lt.smd
SMD MODEL police_animations_anims\a_spine_rot.smd
SMD MODEL police_animations_anims\a_spine_rot_z_rt.smd
SMD MODEL police_animations_anims\a_spine_rot_z_lt.smd
SMD MODEL police_animations_anims\a_head_rot.smd
SMD MODEL police_animations_anims\a_head_rot_lt.smd
SMD MODEL police_animations_anims\a_head_rot_rt.smd
SMD MODEL police_animations_anims\a_neck_trans.smd
SMD MODEL police_animations_anims\a_neck_trans_fwd.smd
SMD MODEL police_animations_anims\a_neck_trans_back.smd
SMD MODEL police_animations_anims\a_head_rot_dwn.smd
SMD MODEL police_animations_anims\a_head_rot_up.smd
SMD MODEL police_animations_anims\a_head_rot_z_rt.smd
SMD MODEL police_animations_anims\a_head_rot_z_lt.smd
SMD MODEL police_animations_anims\a_flinch_gesture.smd
SMD MODEL police_animations_anims\a_flinch_head_gesture1.smd
SMD MODEL police_animations_anims\a_flinch_head_gesture2.smd
SMD MODEL police_animations_anims\a_flinch_gut_gesture1.smd
SMD MODEL police_animations_anims\a_flinch_gut_gesture2.smd
SMD MODEL police_animations_anims\a_flinch_larm_gesture.smd
SMD MODEL police_animations_anims\a_flinch_rarm_gesture.smd
SMD MODEL police_animations_anims\a_aim_pistol_neutral.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_straight_up.smd
SMD MODEL police_animations_anims\a_walkn_aim_pistol_neutral.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_straight_up.smd
SMD MODEL police_animations_anims\a_aim_SMG1_neutral.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_straight_up.smd
SMD MODEL police_animations_anims\a_walkn_aim_SMG1_neutral.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd
SMD MODEL police_animations_anims\a_Crouch_walkS.smd
SMD MODEL police_animations_anims\a_Crouch_walkSE.smd
SMD MODEL police_animations_anims\a_Crouch_walkE.smd
SMD MODEL police_animations_anims\a_Crouch_walkNE.smd
SMD MODEL police_animations_anims\a_Crouch_walkN.smd
SMD MODEL police_animations_anims\a_Crouch_walkNW.smd
SMD MODEL police_animations_anims\a_Crouch_walkW.smd
SMD MODEL police_animations_anims\a_Crouch_walkSW.smd
SMD MODEL police_animations_anims\a_WalkS.smd
SMD MODEL police_animations_anims\a_WalkSE.smd
SMD MODEL police_animations_anims\a_WalkE.smd
SMD MODEL police_animations_anims\a_WalkNE.smd
SMD MODEL police_animations_anims\a_WalkN.smd
SMD MODEL police_animations_anims\a_WalkNW.smd
SMD MODEL police_animations_anims\a_WalkW.smd
SMD MODEL police_animations_anims\a_WalkSW.smd
SMD MODEL police_animations_anims\a_walkN_hold_baton_angry.smd
SMD MODEL police_animations_anims\a_walkS_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkN_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_WalkN_aim_pistol.smd
SMD MODEL police_animations_anims\a_walkN_hold_pistol.smd
SMD MODEL police_animations_anims\a_walkS_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkN_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_WalkN_aim_SMG1.smd
SMD MODEL combine_soldier_anims_anims\a_shootShotgun.smd
SMD MODEL police_animations_anims\a_walkN_hold_smg1.smd
SMD MODEL police_animations_anims\a_RunS.smd
SMD MODEL police_animations_anims\a_RunSE.smd
SMD MODEL police_animations_anims\a_RunE.smd
SMD MODEL police_animations_anims\a_RunNE.smd
SMD MODEL police_animations_anims\a_RunN.smd
SMD MODEL police_animations_anims\a_RunNW.smd
SMD MODEL police_animations_anims\a_RunW.smd
SMD MODEL police_animations_anims\a_RunSW.smd
SMD MODEL police_animations_anims\a_runS_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runSE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runNE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runNW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runSW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_hold_pistol.smd
SMD MODEL police_animations_anims\a_runN_aim_pistol.smd
SMD MODEL police_animations_anims\a_runS_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runSE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runNE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runNW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runSW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_hold_smg1.smd
SMD MODEL police_animations_anims\a_runN_aim_smg1.smd
SMD MODEL police_animations_anims\a_jump_holding_hit.smd
SMD MODEL police_animations_anims\Man_Gun_neutral.smd
SMD MODEL police_animations_anims\Man_Gun_down_left.smd
SMD MODEL police_animations_anims\Man_Gun_down_center.smd
SMD MODEL police_animations_anims\Man_Gun_down_right.smd
SMD MODEL police_animations_anims\Man_Gun_mid_left.smd
SMD MODEL police_animations_anims\Man_Gun_mid_center.smd
SMD MODEL police_animations_anims\Man_Gun_mid_right.smd
SMD MODEL police_animations_anims\Man_Gun_up_left.smd
SMD MODEL police_animations_anims\Man_Gun_up_center.smd
SMD MODEL police_animations_anims\Man_Gun_up_right.smd
SMD MODEL police_animations_anims\batonidle1.smd
SMD MODEL police_animations_anims\batonidle2.smd
SMD MODEL police_animations_anims\smg1idle1.smd
SMD MODEL police_animations_anims\smg1idle2.smd
SMD MODEL police_animations_anims\pistolidle1.smd
SMD MODEL police_animations_anims\pistolidle2.smd
SMD MODEL police_animations_anims\Idle_Baton.smd
SMD MODEL police_animations_anims\BlockEntry.smd
SMD MODEL police_animations_anims\buttonright.smd
SMD MODEL police_animations_anims\buttonfront.smd
SMD MODEL police_animations_anims\buttonleft.smd
SMD MODEL police_animations_anims\busyidle1.smd
SMD MODEL police_animations_anims\busyidle2.smd
SMD MODEL police_animations_anims\harassfront1.smd
SMD MODEL police_animations_anims\harassfront2.smd
SMD MODEL police_animations_anims\pickup.smd
SMD MODEL police_animations_anims\point.smd
SMD MODEL police_animations_anims\idleonfire.smd
SMD MODEL police_animations_anims\moveonfire.smd
SMD MODEL police_animations_anims\rappelloop.smd
SMD MODEL police_animations_anims\rappelland.smd
SMD MODEL police_animations_anims\pushplayer.smd
SMD MODEL police_animations_anims\activatebaton.smd
SMD MODEL police_animations_anims\deactivatebaton.smd
SMD MODEL police_animations_anims\cower.smd
SMD MODEL police_animations_anims\flinch_head1.smd
SMD MODEL police_animations_anims\flinch_head2.smd
SMD MODEL police_animations_anims\flinch_stomach1.smd
SMD MODEL police_animations_anims\flinch_stomach2.smd
SMD MODEL police_animations_anims\flinch_leftarm1.smd
SMD MODEL police_animations_anims\flinch_rightarm1.smd
SMD MODEL police_animations_anims\flinch_back1.smd
SMD MODEL police_animations_anims\flinch1.smd
SMD MODEL police_animations_anims\flinch2.smd
ERROR: c:\users\blue22111\desktop\source games\gmod mods\metrocop allies pack\models
ew folder\blue22111_anim\Blue22111_animations - Copy.qc(3268): - could not load file 'fps'
ERROR: Aborted Processing on 'Blue22111_animations.mdl' 

What I can tell from that is it happened after flinch2. After flinch 2 is flinch gesture. This is what flinch_gesture has for the code.


 $sequence "flinch_gesture" {
	fps 30
	activity "ACT_GESTURE_SMALL_FLINCH" 1
	delta
}


edit:

If it helps any this is what flich2’s code is.


 $sequence "flinch2" "police_animations_anims\flinch2.smd" {
	fps 30
	activity "ACT_BIG_FLINCH" 1
} 

After every first set of quotation marks for the name of the gesture, you have to have a second set of quotations for the actual animation file in SMD format.

An example I have of this happening to me was with TitanFall’s weapons, where I had to manually use the right SMD for the $sequence. My example being:


$sequence "ads_out_seq_alt2" {
	fps 30
	activity "ACT_VM_ADS_OUT_ALT2" 1
}

But it needed to look like this:


$sequence "ads_out_seq_alt2" "ptpov_rspn101_anims\ads_out_seq_alt2.smd" {
	fps 30
	activity "ACT_VM_ADS_OUT_ALT2" 1
}

Where the “ptpov_rspn101_anims\ads_out_seq_alt2.smd” came straight from the animations folder.

Ok that worked. I don’t know what animation file I need to use for this though.


 $sequence "Aim_stand_delta_all_SG" {
	"a_aim_stand_straightup_SG"
	"a_aim_stand_straightup_SG"
	"a_aim_stand_straightup_SG"
	"a_aim_stand_up_right_SG"
	"a_aim_stand_up_center_SG"
	"a_aim_stand_up_left_SG"
	"a_aim_stand_mid_right_SG"
	"a_aim_stand_mid_center_SG"
	"a_aim_stand_mid_left_SG"
	"a_aim_stand_down_right_SG"
	"a_aim_stand_down_center_SG"
	"a_aim_stand_down_left_SG"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.835 51.75332
	blend "aim_pitch" -81.22229 48.42335
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
} 

$sequence "Aim_all_SG" {
	"a_aim_stand_up_right_SG"
	"a_aim_stand_up_center_SG"
	"a_aim_stand_up_left_SG"
	"a_aim_stand_mid_right_SG"
	"a_aim_stand_mid_center_SG"
	"a_aim_stand_mid_left_SG"
	"a_aim_stand_down_right_SG"
	"a_aim_stand_down_center_SG"
	"a_aim_stand_down_left_SG"
	fps 30
	delta
	hidden
	blend "aim_yaw" -47.58563 51.79679
	blend "aim_pitch" -52.92101 47.83591
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
} 

Any ideas?

[editline]20th May 2015[/editline]

I also don’t know where in the script there to put it. Because I see multiple animations in there.

Can you give me a list of all the animation SMD’s you have?

Happy to. Here you go.

In combine_soldier_anims_anims:

signal_forward.smd
signal_group.smd
signal_halt.smd
signal_left.smd
signal_right.smd
signal_takecover.smd
turnleft.smd
turnright.smd
Turret_Drop.smd
a_aim_crouch_down_center.smd
a_aim_crouch_down_left.smd
a_aim_crouch_down_right.smd
a_aim_crouch_mid_center.smd
a_aim_crouch_mid_left.smd
a_aim_crouch_mid_right.smd
a_aim_crouch_neutral.smd
a_aim_crouch_straightup.smd
a_aim_crouch_up_center.smd
a_aim_crouch_up_left.smd
a_aim_crouch_up_right.smd
a_aim_stand_down_center.smd
a_aim_stand_down_center_SG.smd
a_aim_stand_down_left.smd
a_aim_stand_down_left_SG.smd
a_aim_stand_down_right.smd
a_aim_stand_down_right_SG.smd
a_aim_stand_mid_center.smd
a_aim_stand_mid_center_SG.smd
a_aim_stand_mid_left.smd
a_aim_stand_mid_left_SG.smd
a_aim_stand_mid_right.smd
a_aim_stand_mid_right_SG.smd
a_aim_stand_neutral.smd
a_aim_stand_neutral_SG.smd
a_aim_stand_straightup.smd
a_aim_stand_straightup_SG.smd
a_aim_stand_up_center.smd
a_aim_stand_up_center_SG.smd
a_aim_stand_up_left.smd
a_aim_stand_up_left_SG.smd
a_aim_stand_up_right.smd
a_aim_stand_up_right_SG.smd
a_Crouch_runN.smd
a_Crouch_walkE.smd
a_Crouch_walkN.smd
a_Crouch_walkNE.smd
a_Crouch_walkNW.smd
a_Crouch_walkS.smd
a_Crouch_walkSE.smd
a_Crouch_walkSW.smd
a_Crouch_walkW.smd
a_flinch_gesture.smd
a_flinch_gut_gesture.smd
a_flinch_head_gesture.smd
a_flinch_larm_gesture.smd
a_flinch_rarm_gesture.smd
a_jump_holding_hit.smd
a_Run_turretCarry_Upperbody.smd
a_RunE.smd
a_RunN.smd
a_RunNE.smd
a_RunNW.smd
a_RunS.smd
a_RunSE.smd
a_RunSW.smd
a_RunW.smd
a_shootGeneric.smd
a_shootShotgun.smd
a_WalkE.smd
a_WalkEasy_E.smd
a_WalkEasy_N.smd
a_WalkEasy_NE.smd
a_WalkEasy_NW.smd
a_WalkEasy_S.smd
a_WalkEasy_SE.smd
a_WalkEasy_SW.smd
a_WalkEasy_W.smd
a_WalkN.smd
a_WalkNE.smd
a_WalkNW.smd
a_WalkS.smd
a_WalkSE.smd
a_WalkSW.smd
a_WalkW.smd
antlion_soldier_DI_01.smd
antlion_soldier_DI_02.smd
binoculars_idle.smd
breen_grav_grab.smd
breen_grav_placeDesk.smd
breen_gravCarry_Idle.smd
bugbait_hit.smd
Combat_stand_to_crouch.smd
CombatIdle1.smd
CombatIdle1_SG.smd
CombatIdle1_SMG1.smd
console_type.smd
console_type_entry.smd
console_type_exit.smd
console_type_loop.smd
cower.smd
crouch_aim_sm1.smd
Crouch_to_combat_stand.smd
CrouchIdle.smd
crouchidle_AB.smd
crouchidle_ABexit.smd
CS_Jump.smd
d3_c17_07_Kidnap.smd
deathpose_back.smd
deathpose_front.smd
deathpose_left.smd
deathpose_right.smd
Dropship_Deploy.smd
flinchbig.smd
flinchchest.smd
flinchgut.smd
flinchhead.smd
flinchleft.smd
flinchright.smd
flinchsmall.smd
gesture_reload.smd
gesture_reload_SMG1.smd
gesture_reload_SMG1arms.smd
gesture_reload_SMG1spine.smd
gesture_reloadarms.smd
gesture_reloadspine.smd
gesture_turn_left_45.smd
gesture_turn_left_45default.smd
gesture_turn_left_45inDelta.smd
gesture_turn_left_45outDelta.smd
gesture_turn_left_45zero.smd
gesture_turn_left_90.smd
gesture_turn_left_90default.smd
gesture_turn_left_90inDelta.smd
gesture_turn_left_90outDelta.smd
gesture_turn_left_90zero.smd
gesture_turn_right_45.smd
gesture_turn_right_45default.smd
gesture_turn_right_45inDelta.smd
gesture_turn_right_45outDelta.smd
gesture_turn_right_45zero.smd
gesture_turn_right_90.smd
gesture_turn_right_90default.smd
gesture_turn_right_90inDelta.smd
gesture_turn_right_90outDelta.smd
gesture_turn_right_90zero.smd
gman_freeze_pose.smd
grenDrop.smd
grenPlace.smd
grenThrow.smd
Idle_Unarmed.smd
Idle1.smd
jump_holding_glide.smd
jump_holding_jump.smd
jump_holding_land.smd
layer_run_aiming.smd
layer_run_aiming_SG.smd
layer_walk_aiming.smd
layer_walk_aiming_SG.smd
layer_walk_GravCarry.smd
layer_walk_unarmed.smd
leanwall_corner_right_exit.smd
leanwall_corner_right_idle.smd
leanwall_CrouchLeft_A_exit.smd
leanwall_CrouchLeft_A_idle.smd
leanwall_CrouchLeft_B_exit.smd
leanwall_CrouchLeft_B_idle.smd
leanwall_CrouchLeft_C_exit.smd
leanwall_CrouchLeft_C_idle.smd
leanwall_CrouchLeft_D_exit.smd
leanwall_CrouchLeft_D_idle.smd
leanwall_Left_B_exit.smd
leanwall_Left_B_idle.smd
leanwall_Left_exit.smd
leanwall_Left_idle.smd
leanwall_right_exit.smd
leanwall_right_idle.smd
LH_attachment_Init.smd
Man_Gun.smd
Man_Gun_down_center.smd
Man_Gun_down_left.smd
Man_Gun_down_right.smd
Man_Gun_mid_center.smd
Man_Gun_mid_left.smd
Man_Gun_mid_right.smd
Man_Gun_neutral.smd
Man_Gun_up_center.smd
Man_Gun_up_left.smd
Man_Gun_up_right.smd
melee_gunhit.smd
physflinch1.smd
physflinch2.smd
Rappel_a.smd
Rappel_a_noturn.smd
rappel_a_preIdle.smd
Rappel_b.smd
Rappel_c.smd
Rappel_d.smd
Rappel_e.smd
Rappel_f.smd
Rappel_f_noturn.smd
rappelloop.smd
reload.smd
reload_low.smd
shootAR2alt.smd
shootAR2c.smd
shootAR2g.smd
shootAR2s.smd
shootSGc.smd
shootSGs.smd
shootSMG1c.smd
shootSMG1s.smd
signal_advance.smd

In police_animations_anims:

smg1angryidle1.smd
smg1idle1.smd
smg1idle2.smd
Stand_to_crouchpistol.smd
Stand_to_crouchsmg1.smd
standtoshootpistol.smd
swing.smd
swinggesture.smd
swinggesturearms.smd
swinggesturespine.smd
thrust.smd
turnleft.smd
turnright.smd
a_aim_pistol_neutral.smd
a_aim_SMG1_neutral.smd
a_body_rot.smd
a_body_rot_z_lt.smd
a_body_rot_z_rt.smd
a_Crouch_walkE.smd
a_Crouch_walkN.smd
a_Crouch_walkNE.smd
a_Crouch_walkNW.smd
a_Crouch_walkS.smd
a_Crouch_walkSE.smd
a_Crouch_walkSW.smd
a_Crouch_walkW.smd
a_flinch_gesture.smd
a_flinch_gut_gesture1.smd
a_flinch_gut_gesture2.smd
a_flinch_head_gesture1.smd
a_flinch_head_gesture2.smd
a_flinch_larm_gesture.smd
a_flinch_rarm_gesture.smd
a_head_rot.smd
a_head_rot_dwn.smd
a_head_rot_lt.smd
a_head_rot_rt.smd
a_head_rot_up.smd
a_head_rot_z_lt.smd
a_head_rot_z_rt.smd
a_jump_holding_hit.smd
a_neck_trans.smd
a_neck_trans_back.smd
a_neck_trans_fwd.smd
a_pistol_aim_down_center.smd
a_pistol_aim_down_left.smd
a_pistol_aim_down_right.smd
a_pistol_aim_mid_center.smd
a_pistol_aim_mid_left.smd
a_pistol_aim_mid_right.smd
a_pistol_aim_straight_up.smd
a_pistol_aim_up_center.smd
a_pistol_aim_up_left.smd
a_pistol_aim_up_right.smd
a_pose_neutral.smd
a_RunE.smd
a_runE_pistol_aim_delta.smd
a_runE_smg1_aim_delta.smd
a_RunN.smd
a_runN_aim_pistol.smd
a_runN_aim_smg1.smd
a_runN_hold_pistol.smd
a_runN_hold_smg1.smd
a_runN_pistol_aim_delta.smd
a_runN_smg1_aim_delta.smd
a_RunNE.smd
a_runNE_pistol_aim_delta.smd
a_runNE_smg1_aim_delta.smd
a_RunNW.smd
a_runNW_pistol_aim_delta.smd
a_runNW_smg1_aim_delta.smd
a_RunS.smd
a_runS_pistol_aim_delta.smd
a_runS_smg1_aim_delta.smd
a_RunSE.smd
a_runSE_pistol_aim_delta.smd
a_runSE_smg1_aim_delta.smd
a_RunSW.smd
a_runSW_pistol_aim_delta.smd
a_runSW_smg1_aim_delta.smd
a_RunW.smd
a_runW_pistol_aim_delta.smd
a_runW_smg1_aim_delta.smd
a_SMG1_aim_down_center.smd
a_SMG1_aim_down_left.smd
a_SMG1_aim_down_right.smd
a_SMG1_aim_mid_center.smd
a_SMG1_aim_mid_left.smd
a_SMG1_aim_mid_right.smd
a_SMG1_aim_straight_up.smd
a_SMG1_aim_up_center.smd
a_SMG1_aim_up_left.smd
a_SMG1_aim_up_right.smd
a_spine_rot.smd
a_spine_rot_z_lt.smd
a_spine_rot_z_rt.smd
a_WalkE.smd
a_walkE_pistol_aim_delta.smd
a_walkE_SMG1_aim_delta.smd
a_WalkN.smd
a_WalkN_aim_pistol.smd
a_walkn_aim_pistol_neutral.smd
a_WalkN_aim_SMG1.smd
a_walkn_aim_SMG1_neutral.smd
a_walkN_hold_baton_angry.smd
a_walkN_hold_pistol.smd
a_walkN_hold_smg1.smd
a_walkN_pistol_aim_delta.smd
a_WalkN_pistol_aim_down_center.smd
a_WalkN_pistol_aim_down_left.smd
a_WalkN_pistol_aim_down_right.smd
a_WalkN_pistol_aim_mid_center.smd
a_WalkN_pistol_aim_mid_left.smd
a_WalkN_pistol_aim_mid_right.smd
a_WalkN_pistol_aim_straight_up.smd
a_WalkN_pistol_aim_up_center.smd
a_WalkN_pistol_aim_up_left.smd
a_WalkN_pistol_aim_up_right.smd
a_walkN_SMG1_aim_delta.smd
a_WalkN_SMG1_aim_down_center.smd
a_WalkN_SMG1_aim_down_left.smd
a_WalkN_SMG1_aim_down_right.smd
a_WalkN_SMG1_aim_mid_center.smd
a_WalkN_SMG1_aim_mid_left.smd
a_WalkN_SMG1_aim_mid_right.smd
a_WalkN_SMG1_aim_straight_up.smd
a_WalkN_SMG1_aim_up_center.smd
a_WalkN_SMG1_aim_up_left.smd
a_WalkN_SMG1_aim_up_right.smd
a_WalkNE.smd
a_walkNE_pistol_aim_delta.smd
a_walkNE_SMG1_aim_delta.smd
a_WalkNW.smd
a_walkNW_pistol_aim_delta.smd
a_walkNW_SMG1_aim_delta.smd
a_WalkS.smd
a_walkS_pistol_aim_delta.smd
a_walkS_SMG1_aim_delta.smd
a_WalkSE.smd
a_walkSE_pistol_aim_delta.smd
a_walkSE_SMG1_aim_delta.smd
a_WalkSW.smd
a_walkSW_pistol_aim_delta.smd
a_walkSW_SMG1_aim_delta.smd
a_WalkW.smd
a_walkW_pistol_aim_delta.smd
a_walkW_SMG1_aim_delta.smd
activatebaton.smd
batonangryidle1.smd
batonidle1.smd
batonidle2.smd
BlockEntry.smd
busyidle1.smd
busyidle2.smd
buttonfront.smd
buttonleft.smd
buttonright.smd
Choked_Barnacle.smd
cower.smd
Crouch_idle_pistol.smd
Crouch_idle_smg1.smd
crouch_reload_pistol.smd
crouch_reload_smg1.smd
crouch_to_lowcoverpistol.smd
crouch_to_lowcoversmg1.smd
Crouch_to_shootpistol.smd
Crouch_to_shootsmg1.smd
Crouch_to_standpistol.smd
Crouch_to_standsmg1.smd
Crushed_Barnacle.smd
deactivatebaton.smd
deathpose_back.smd
deathpose_front.smd
deathpose_left.smd
deathpose_right.smd
deploy.smd
drawpistol.smd
Dropship_Deploy.smd
flinch_back1.smd
flinch_head1.smd
flinch_head2.smd
flinch_leftarm1.smd
flinch_rightarm1.smd
flinch_stomach1.smd
flinch_stomach2.smd
flinch1.smd
flinch2.smd
gesture_reload_pistol.smd
gesture_reload_pistolarms.smd
gesture_reload_pistolspine.smd
gesture_reload_smg1.smd
gesture_reload_smg1arms.smd
gesture_reload_smg1spine.smd
gesture_shoot_pistol.smd
gesture_shoot_smg1.smd
gesture_turn_left_45.smd
gesture_turn_left_45default.smd
gesture_turn_left_45inDelta.smd
gesture_turn_left_45outDelta.smd
gesture_turn_left_45zero.smd
gesture_turn_left_90.smd
gesture_turn_left_90default.smd
gesture_turn_left_90inDelta.smd
gesture_turn_left_90outDelta.smd
gesture_turn_left_90zero.smd
gesture_turn_right_45.smd
gesture_turn_right_45default.smd
gesture_turn_right_45inDelta.smd
gesture_turn_right_45outDelta.smd
gesture_turn_right_45zero.smd
gesture_turn_right_90.smd
gesture_turn_right_90default.smd
gesture_turn_right_90inDelta.smd
gesture_turn_right_90outDelta.smd
gesture_turn_right_90zero.smd
grenadethrow.smd
harassfront1.smd
harassfront2.smd
Idle_Baton.smd
idleonfire.smd
jump_holding_glide.smd
jump_holding_jump.smd
jump_holding_land.smd
layer_run_aiming_pistol.smd
layer_run_aiming_smg1.smd
layer_run_hold_pistol.smd
layer_run_hold_smg1.smd
layer_walk_aiming_pistol.smd
layer_walk_aiming_SMG1.smd
layer_walk_hold_baton_angry.smd
layer_walk_hold_pistol.smd
layer_walk_hold_smg1.smd
lowcover_aim_pistol.smd
lowcover_aim_smg1.smd
lowcover_shoot_pistol.smd
lowcover_shoot_smg1.smd
lowcover_to_crouchpistol.smd
lowcover_to_crouchsmg1.smd
Man_Gun.smd
Man_Gun_down_center.smd
Man_Gun_down_left.smd
Man_Gun_down_right.smd
Man_Gun_mid_center.smd
Man_Gun_mid_left.smd
Man_Gun_mid_right.smd
Man_Gun_neutral.smd
Man_Gun_up_center.smd
Man_Gun_up_left.smd
Man_Gun_up_right.smd
moveonfire.smd
Neutral_to_Choked_Barnacle.smd
physflinch1.smd
physflinch2.smd
pickup.smd
pistolangryidle2.smd
pistolidle1.smd
pistolidle2.smd
point.smd
pushplayer.smd
rappelland.smd
rappelloop.smd
reload_pistol.smd
reload_smg1.smd
shoot_smg1.smd
Shoot_to_crouchpistol.smd
Shoot_to_crouchsmg1.smd
shootp1.smd
shoottostandpistol.smd

[editline]20th May 2015[/editline]

Any ideas as to what I should put?

I would say to create a new animation SMD with the data from the other ones.
If you open up the SMD’s in a text editor, you can copy and paste the animation in the order the sequence requests.
An example from TitanFall:


// Created by Crowbar 0.24.0.0
version 1
nodes
  0 "jx_c_delta" -1
  1 "jx_c_pov" 0
  2 "jx_c_camera" 1
  3 "def_c_hip" 0
  4 "jx_c_start" 0
  5 "def_c_spineA" 3
  6 "def_c_spineB" 5
  7 "def_c_spineC" 6
  8 "ja_c_propGun" 7
  9 "def_c_neckA" 7
  10 "jx_c_neckB" 9
  11 "def_c_neckB" 10
  12 "def_c_head" 11
  13 "def_l_clav" 7
  14 "def_l_shoulder" 13
  15 "def_l_shoulderTwist" 14
  16 "def_l_elbowB" 14
  17 "def_l_shoulderMid" 14
  18 "def_l_elbow" 17
  19 "def_l_forearm" 18
  20 "def_l_wrist" 18
  21 "def_l_finIndexA" 20
  22 "def_l_finIndexB" 21
  23 "def_l_finIndexC" 22
  24 "def_l_finMidA" 20
  25 "def_l_finMidB" 24
  26 "def_l_finMidC" 25
  27 "def_l_finThumbA" 20
  28 "def_l_finThumbB" 27
  29 "def_l_finThumbC" 28
  30 "def_l_finRingCarpal" 20
  31 "def_l_finRingA" 30
  32 "def_l_finRingB" 31
  33 "def_l_finRingC" 32
  34 "def_l_finPinkyA" 30
  35 "def_l_finPinkyB" 34
  36 "def_l_finPinkyC" 35
  37 "def_r_clav" 7
  38 "def_r_shoulder" 37
  39 "def_r_shoulderTwist" 38
  40 "def_r_elbowB" 38
  41 "def_r_shoulderMid" 38
  42 "def_r_elbow" 41
  43 "def_r_forearm" 42
  44 "def_r_wrist" 42
  45 "def_r_finIndexA" 44
  46 "def_r_finIndexB" 45
  47 "def_r_finIndexC" 46
  48 "def_r_finMidA" 44
  49 "def_r_finMidB" 48
  50 "def_r_finMidC" 49
  51 "def_r_finThumbA" 44
  52 "def_r_finThumbB" 51
  53 "def_r_finThumbC" 52
  54 "def_r_finRingCarpal" 44
  55 "def_r_finRingA" 54
  56 "def_r_finRingB" 55
  57 "def_r_finRingC" 56
  58 "def_r_finPinkyA" 54
  59 "def_r_finPinkyB" 58
  60 "def_r_finPinkyC" 59
  61 "def_l_thigh" 3
  62 "def_l_knee" 61
  63 "def_l_ankle" 62
  64 "def_l_ball" 63
  65 "def_l_kneeB" 61
  66 "def_r_thigh" 3
  67 "def_r_knee" 66
  68 "def_r_ankle" 67
  69 "def_r_ball" 68
  70 "def_r_kneeB" 66
  71 "ja_l_propHand" 20
  72 "weapon_bone" 8
  73 "def_c_base" 72
  74 "def_c_bolt" 73
  75 "def_front_end" 73
  76 "def_fire_select" 73
  77 "def_carabiner_front" 73
  78 "def_carabiner_back" 73
  79 "def_stock" 73
  80 "def_stock_butt" 73
  81 "def_stock_cheek_rest" 73
  82 "def_dust_cover_l" 73
  83 "def_gas_tube" 73
  84 "def_fore_end_base" 73
  85 "def_c_sightFront" 73
  86 "def_c_sightFront_off" 73
  87 "def_c_sightRear" 73
  88 "def_c_sightRear_off" 73
  89 "def_barrel" 73
  90 "muzzle_flash" 89
  91 "def_c_suppressor_cyl" 89
  92 "def_c_suppressor_sq" 89
  93 "def_c_aog04" 73
  94 "def_c_hcog" 73
  95 "def_c_holo" 73
  96 "def_c_magazine" -1
  97 "ja_r_propHand" 44
end
skeleton
  time 0
    0 0.000000 -0.999512 -62.968750 1.570792 0.000005 -0.000005
    1 0.000000 62.992001 0.000000 0.000000 0.000000 0.000000
    2 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    3 0.000000 37.281250 0.000000 0.000000 0.000000 0.000000
    4 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    5 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    6 0.000000 5.590538 0.000000 0.000000 0.000000 0.000000
    7 0.000000 5.551167 0.000000 0.000000 0.000000 0.000000
    8 -3.054781 8.104349 9.069039 0.000000 0.000000 0.092477
    9 0.000000 8.503922 -0.236220 0.000000 0.000000 0.000000
    10 0.000000 4.370071 0.944880 0.000000 0.000000 0.000000
    11 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    12 0.000000 3.936993 0.000000 0.000000 0.000000 0.000000
    13 1.176218 6.023808 -0.588109 0.000001 0.121882 0.063911
    14 5.448855 0.000011 0.000000 0.427665 0.353909 -1.290814
    15 0.000000 0.000000 0.000000 -0.391639 0.000000 0.000000
    16 11.609375 -0.000001 -0.326660 0.000000 -0.874486 0.000000
    17 5.667969 0.000000 0.000000 0.000000 0.000000 0.000000
    18 5.660156 0.000000 0.000000 0.000000 -1.033202 0.000000
    19 4.996094 0.000000 0.000000 0.035278 0.000000 0.000000
    20 9.992188 -0.000004 0.000000 0.046295 0.310924 -0.094239
    21 2.986328 -0.117981 1.383789 -0.216025 0.466879 -0.778394
    22 1.748375 0.000000 0.000002 0.000009 -0.000009 -1.479967
    23 1.195454 -0.000002 0.000006 -0.000011 0.000011 -0.785398
    24 3.029297 -0.046265 0.486816 -0.463101 0.286881 -1.162083
    25 1.836349 0.000004 0.000002 0.000000 0.000000 -1.461283
    26 1.309189 -0.000002 0.000010 0.000000 0.000000 -0.646292
    27 0.439209 -0.546875 0.791504 1.659183 -0.675643 -0.079816
    28 2.132284 0.000004 0.000000 0.000000 0.000000 -0.606211
    29 1.240841 -0.000006 0.000000 0.000000 0.000000 0.093773
    30 2.494141 -0.117065 -0.220703 -0.485827 0.197248 -0.576596
    31 0.316792 0.000000 0.000001 -0.136793 0.326468 -0.878837
    32 1.966312 -0.000002 -0.000001 0.000000 0.000000 -1.353446
    33 1.006866 0.000001 0.000008 0.000000 0.000000 -0.415728
    34 -0.030563 -0.172363 -0.590865 -0.377920 0.404626 -0.968316
    35 1.644447 0.000000 0.000000 0.000000 0.000000 -1.134458
    36 0.763283 0.000002 0.000000 0.000000 0.000000 -0.603873
    37 -1.176218 6.024002 -0.588109 -3.039744 -0.663475 -0.842649
    38 -5.448845 0.000145 0.000000 0.796461 -0.324532 -2.315612
    39 0.000000 0.000000 0.000000 -0.325401 0.000000 0.000000
    40 -11.618473 0.000008 0.324201 0.000057 -1.409681 -0.000089
    41 -5.667969 0.000159 0.000004 0.000000 0.000000 0.000000
    42 -5.663014 0.000134 0.000005 3.141610 -1.037953 3.141512
    43 -4.997585 -0.000134 -0.000053 0.239066 -0.000006 -0.000004
    44 -9.999785 0.003128 -0.001016 0.723309 1.056864 1.289005
    45 -2.986328 0.118225 -1.382813 0.055863 -0.036922 -0.428835
    46 -1.748192 0.000000 -0.000114 0.000000 0.000000 -0.869642
    47 -1.195339 0.000080 -0.000078 0.000000 0.000000 -0.650009
    48 -3.029297 0.046295 -0.486816 -0.079838 0.244268 -1.032833
    49 -1.836304 -0.000002 -0.000051 0.000000 0.000000 -1.457881
    50 -1.309261 -0.000059 0.000049 0.000000 0.000000 -1.301092
    51 -0.439209 0.546875 -0.791504 1.791848 -0.550721 -0.795874
    52 -2.132332 0.000067 -0.000080 0.000000 0.000000 -0.840721
    53 -1.240772 -0.000020 0.000050 0.000000 0.000000 -1.080069
    54 -2.494141 0.117249 0.220825 0.365907 0.094034 0.231260
    55 -0.316676 -0.000149 -0.000082 -0.121484 -0.171042 -1.468078
    56 -1.966400 0.000031 0.000020 0.000000 0.000000 -1.473876
    57 -1.006878 -0.000013 0.000000 0.000000 0.000000 -1.037118
    58 0.030524 0.172417 0.590876 -0.320268 -0.070884 -1.444772
    59 -1.644096 -0.000021 0.000010 0.000000 0.000000 -1.380171
    60 -0.763535 -0.000240 -0.000006 0.000000 0.000000 -1.061224
    61 4.800781 -1.005859 -0.600098 1.691439 -0.301655 -1.610592
    62 18.098003 0.000000 0.000000 0.000000 0.000000 -0.689422
    63 17.311802 0.000000 0.000000 -0.058722 0.099207 1.387808
    64 5.292377 0.000000 0.000000 0.000000 0.000000 0.516484
    65 18.171875 1.138672 0.000000 0.000000 0.000000 -0.377196
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    6 0.000000 5.590538 0.000000 0.000000 0.000000 0.000000
    7 0.000000 5.551167 0.000000 0.000000 0.000000 0.000000
    8 0.000000 7.834810 3.240736 0.000000 0.000000 0.000000
    9 0.000000 8.503922 -0.236220 0.000000 0.000000 0.000000
    10 0.000000 4.370071 0.944880 0.000000 0.000000 0.000000
    11 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    12 0.000000 3.936993 0.000000 0.000000 0.000000 0.000000
    13 1.176218 6.023808 -0.588109 0.000001 0.121882 0.063911
    14 5.448855 0.000011 0.000000 0.427665 0.353909 -1.290814
    15 0.000000 0.000000 0.000000 -0.391639 0.000000 0.000000
    16 11.609375 -0.000001 -0.326660 0.000000 -0.874486 0.000000
    17 5.667969 0.000000 0.000000 0.000000 0.000000 0.000000
    18 5.660156 0.000000 0.000000 0.000000 -1.033202 0.000000
    19 4.996094 0.000000 0.000000 0.035278 0.000000 0.000000
    20 9.992188 -0.000004 0.000000 0.046295 0.310924 -0.094239
    21 2.986328 -0.117981 1.383789 -0.216025 0.466879 -0.778394
    22 1.748375 0.000000 0.000002 0.000009 -0.000009 -1.479967
    23 1.195454 -0.000002 0.000006 -0.000011 0.000011 -0.785398
    24 3.029297 -0.046265 0.486816 -0.463101 0.286881 -1.162083
    25 1.836349 0.000004 0.000002 0.000000 0.000000 -1.461283
    26 1.309189 -0.000002 0.000010 0.000000 0.000000 -0.646292
    27 0.439209 -0.546875 0.791504 1.659183 -0.675643 -0.079816
    28 2.132284 0.000004 0.000000 0.000000 0.000000 -0.606211
    29 1.240841 -0.000006 0.000000 0.000000 0.000000 0.093773
    30 2.494141 -0.117065 -0.220703 -0.485827 0.197248 -0.576596
    31 0.316792 0.000000 0.000001 -0.136793 0.326468 -0.878837
    32 1.966312 -0.000002 -0.000001 0.000000 0.000000 -1.353446
    33 1.006866 0.000001 0.000008 0.000000 0.000000 -0.415728
    34 -0.030563 -0.172363 -0.590865 -0.377920 0.404626 -0.968316
    35 1.644447 0.000000 0.000000 0.000000 0.000000 -1.134458
    36 0.763283 0.000002 0.000000 0.000000 0.000000 -0.603873
    37 -1.176218 6.024002 -0.588109 -3.039744 -0.663475 -0.842649
    38 -5.448845 0.000145 0.000000 1.394750 -0.189957 -2.509781
    39 0.000000 0.000000 0.000000 -0.985526 0.000012 -0.000012
    40 -11.618473 0.000008 0.324201 3.141510 -1.506082 -3.141541
    41 -5.667969 0.000159 0.000004 0.000000 0.000000 0.000000
    42 -5.663014 0.000134 0.000005 3.141610 -0.586387 3.141512
    43 -4.997585 -0.000134 -0.000053 0.977145 -0.000006 -0.000004
    44 -9.999785 0.003128 -0.001016 1.454566 0.438464 2.000718
    45 -2.986328 0.118225 -1.382813 0.055863 -0.036922 -0.428835
    46 -1.748192 0.000000 -0.000114 0.000000 0.000000 -0.869642
    47 -1.195339 0.000080 -0.000078 0.000000 0.000000 -0.650009
    48 -3.029297 0.046295 -0.486816 -0.079838 0.244268 -1.032833
    49 -1.836304 -0.000002 -0.000051 0.000000 0.000000 -1.457881
    50 -1.309261 -0.000059 0.000049 0.000000 0.000000 -1.301092
    51 -0.439209 0.546875 -0.791504 1.791848 -0.550721 -0.795874
    52 -2.132332 0.000067 -0.000080 0.000000 0.000000 -0.840721
    53 -1.240772 -0.000020 0.000050 0.000000 0.000000 -1.080069
    54 -2.494141 0.117249 0.220825 0.365907 0.094034 0.231260
    55 -0.316676 -0.000149 -0.000082 -0.121484 -0.171042 -1.468078
    56 -1.966400 0.000031 0.000020 0.000000 0.000000 -1.473876
    57 -1.006878 -0.000013 0.000000 0.000000 0.000000 -1.037118
    58 0.030524 0.172417 0.590876 -0.320268 -0.070884 -1.444772
    59 -1.644096 -0.000021 0.000010 0.000000 0.000000 -1.380171
    60 -0.763535 -0.000240 -0.000006 0.000000 0.000000 -1.061224
    61 4.800781 -1.005859 -0.600098 1.691439 -0.301655 -1.610592
    62 18.098003 0.000000 0.000000 0.000000 0.000000 -0.689422
    63 17.311802 0.000000 0.000000 -0.058722 0.099207 1.387808
    64 5.292377 0.000000 0.000000 0.000000 0.000000 0.516484
    65 18.171875 1.138672 0.000000 0.000000 0.000000 -0.377196
    66 -4.800781 -1.005859 -0.600098 -1.408621 0.299798 1.624197
    67 -18.098003 0.000000 0.000000 0.000000 0.000000 -0.689422
    68 -17.311802 0.000000 0.000000 -0.079176 0.133347 1.385434
    69 -5.292377 0.000000 0.000000 0.000000 0.000000 0.516484
    70 -18.171875 -1.138672 0.000000 0.000000 0.000000 -0.377196
    71 -43.360879 10.820357 -15.014306 -0.738896 0.136804 1.388342
    72 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    73 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    74 0.000000 3.868126 8.698888 0.000000 0.000000 0.000000
    75 -0.000582 3.856094 17.521648 0.000000 0.000000 0.000000
    76 -0.000567 3.555531 1.096579 -3.141592 0.000000 0.000000
    77 0.789604 3.601898 21.769775 -0.078563 0.000000 -0.071170
    78 0.743125 4.470577 -0.679934 -0.000001 0.165816 -0.184202
    79 0.000000 3.879929 -0.791296 0.000000 0.000000 0.000000
    80 0.000000 3.879929 -3.783211 0.000000 0.000000 0.000000
    81 0.000000 4.392666 -4.591624 0.000000 0.000000 0.000000
    82 0.612748 3.442154 8.887315 0.000000 0.000000 0.000000
    83 0.000000 4.629440 14.957145 0.000000 0.000000 0.000000
    84 0.000000 2.248276 17.136162 0.000000 0.000000 0.000000
    85 -0.000567 5.529568 18.502304 0.000000 0.000000 0.000000
    86 -0.000567 5.529568 18.502304 0.000000 0.000000 0.000000
    87 0.017593 5.546875 1.533203 0.000000 0.000000 0.000000
    88 0.000000 5.548656 1.533927 0.000000 0.000000 0.000000
    89 0.000000 3.946461 19.092899 0.000000 0.000000 0.000000
    90 0.000000 0.000000 8.898827 0.000000 -1.570796 0.000000
    91 0.000000 0.000000 6.723690 0.000000 0.000000 0.000000
    92 0.000000 0.000000 6.723690 0.000000 0.000000 0.000000
    93 0.001014 5.545856 6.010974 0.000000 0.000000 0.000000
    94 0.001014 5.545856 6.010974 0.000000 0.000000 0.000000
    95 0.001014 5.545856 6.010974 0.000000 0.000000 0.000000
    96 0.001505 -10.878672 -6.639718 1.570766 0.000000 -0.000029
    97 -1.748713 0.741615 -0.303551 0.000000 0.000000 0.000000
end

The “nodes” section is the list of your bones and their parent/child hierarchy, and the “skeleton” section is for how they move in the animation.

Copy the “nodes” section from any of the animations. Take “skeleton” section from the first SMD that the $sequence requires and paste it in there. In the case of your “Aim_stand_delta_all_SG” sequence, copy the skeleton data in this order: a_aim_stand_straightup_SG, a_aim_stand_straightup_SG, aim_stand_straightup_SG, a_aim_stand_up_right_SG, a_aim_stand_up_center_SG, a_aim_stand_up_left_SG, a_aim_stand_mid_right_SG, a_aim_stand_mid_center_SG, a_aim_stand_mid_left_SG, a_aim_stand_down_right_SG, a_aim_stand_down_center_SG
a_aim_stand_down_left_SG.

The next thing you’d have to do is make sure the numbers next to the section labeled “time” are in order, going from 0 to whatever number. Every time you paste in new data, you’ll have to change the number in “time” to follow right after the previous section.

Did what I say make sense, or should I try to explain it better?

Ok I found a way around it that does not require the creation of a new smd file (that I could not figure out and was probably more time to do then it was worth.)

As an example of what I did.

Instead of it being like this:


 $sequence "Aim_stand_delta_all_SG" {
	"a_aim_stand_straightup_SG"
	"a_aim_stand_straightup_SG"
	"a_aim_stand_straightup_SG"
	"a_aim_stand_up_right_SG"
	"a_aim_stand_up_center_SG"
	"a_aim_stand_up_left_SG"
	"a_aim_stand_mid_right_SG"
	"a_aim_stand_mid_center_SG"
	"a_aim_stand_mid_left_SG"
	"a_aim_stand_down_right_SG"
	"a_aim_stand_down_center_SG"
	"a_aim_stand_down_left_SG"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.835 51.75332
	blend "aim_pitch" -81.22229 48.42335
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
} 

I have it like this:


 $sequence "Aim_stand_delta_all_SG" {
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.835 51.75332
	blend "aim_pitch" -81.22229 48.42335
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
} 

It seems to fix the issue (at least it does not stop the compiling (if it makes the model work is another story as I do not know yet)) and is much faster and easier then making a whole new animation file.

[editline]20th May 2015[/editline]

Well now I am getting a new error. The one I was getting before. This is what is says.


 "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe" -nop4  -r  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\New folder\Blue22111_anim\Blue22111_animations - Copy-copy-copy.qc"
Process started >>>
WARNING: Failed to load keyvalues file cfg/mount.cfg!
qdir:    "c:\users\blue22111\desktop\source games\gmod mods\metrocop allies pack\models
ew folder\blue22111_anim\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\"
g_path:  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\New folder\Blue22111_anim\Blue22111_animations - Copy-copy-copy.qc"
Building binary model files...
Working on "Blue22111_animations - Copy-copy-copy.qc"
SMD MODEL police_animations_anims\a_pose_neutral.smd
SMD MODEL police_animations_anims\a_body_rot.smd
SMD MODEL police_animations_anims\a_body_rot_z_rt.smd
SMD MODEL police_animations_anims\a_body_rot_z_lt.smd
SMD MODEL police_animations_anims\a_spine_rot.smd
SMD MODEL police_animations_anims\a_spine_rot_z_rt.smd
SMD MODEL police_animations_anims\a_spine_rot_z_lt.smd
SMD MODEL police_animations_anims\a_head_rot.smd
SMD MODEL police_animations_anims\a_head_rot_lt.smd
SMD MODEL police_animations_anims\a_head_rot_rt.smd
SMD MODEL police_animations_anims\a_neck_trans.smd
SMD MODEL police_animations_anims\a_neck_trans_fwd.smd
SMD MODEL police_animations_anims\a_neck_trans_back.smd
SMD MODEL police_animations_anims\a_head_rot_dwn.smd
SMD MODEL police_animations_anims\a_head_rot_up.smd
SMD MODEL police_animations_anims\a_head_rot_z_rt.smd
SMD MODEL police_animations_anims\a_head_rot_z_lt.smd
SMD MODEL police_animations_anims\a_flinch_gesture.smd
SMD MODEL police_animations_anims\a_flinch_head_gesture1.smd
SMD MODEL police_animations_anims\a_flinch_head_gesture2.smd
SMD MODEL police_animations_anims\a_flinch_gut_gesture1.smd
SMD MODEL police_animations_anims\a_flinch_gut_gesture2.smd
SMD MODEL police_animations_anims\a_flinch_larm_gesture.smd
SMD MODEL police_animations_anims\a_flinch_rarm_gesture.smd
SMD MODEL police_animations_anims\a_aim_pistol_neutral.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_straight_up.smd
SMD MODEL police_animations_anims\a_walkn_aim_pistol_neutral.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_straight_up.smd
SMD MODEL police_animations_anims\a_aim_SMG1_neutral.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_straight_up.smd
SMD MODEL police_animations_anims\a_walkn_aim_SMG1_neutral.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd
SMD MODEL police_animations_anims\a_Crouch_walkS.smd
SMD MODEL police_animations_anims\a_Crouch_walkSE.smd
SMD MODEL police_animations_anims\a_Crouch_walkE.smd
SMD MODEL police_animations_anims\a_Crouch_walkNE.smd
SMD MODEL police_animations_anims\a_Crouch_walkN.smd
SMD MODEL police_animations_anims\a_Crouch_walkNW.smd
SMD MODEL police_animations_anims\a_Crouch_walkW.smd
SMD MODEL police_animations_anims\a_Crouch_walkSW.smd
SMD MODEL police_animations_anims\a_WalkS.smd
SMD MODEL police_animations_anims\a_WalkSE.smd
SMD MODEL police_animations_anims\a_WalkE.smd
SMD MODEL police_animations_anims\a_WalkNE.smd
SMD MODEL police_animations_anims\a_WalkN.smd
SMD MODEL police_animations_anims\a_WalkNW.smd
SMD MODEL police_animations_anims\a_WalkW.smd
SMD MODEL police_animations_anims\a_WalkSW.smd
SMD MODEL police_animations_anims\a_walkN_hold_baton_angry.smd
SMD MODEL police_animations_anims\a_walkS_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkN_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_WalkN_aim_pistol.smd
SMD MODEL police_animations_anims\a_walkN_hold_pistol.smd
SMD MODEL police_animations_anims\a_walkS_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkN_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_WalkN_aim_SMG1.smd
SMD MODEL combine_soldier_anims_anims\a_shootShotgun.smd
SMD MODEL police_animations_anims\a_walkN_hold_smg1.smd
SMD MODEL police_animations_anims\a_RunS.smd
SMD MODEL police_animations_anims\a_RunSE.smd
SMD MODEL police_animations_anims\a_RunE.smd
SMD MODEL police_animations_anims\a_RunNE.smd
SMD MODEL police_animations_anims\a_RunN.smd
SMD MODEL police_animations_anims\a_RunNW.smd
SMD MODEL police_animations_anims\a_RunW.smd
SMD MODEL police_animations_anims\a_RunSW.smd
SMD MODEL police_animations_anims\a_runS_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runSE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runNE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runNW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runSW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_hold_pistol.smd
SMD MODEL police_animations_anims\a_runN_aim_pistol.smd
SMD MODEL police_animations_anims\a_runS_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runSE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runNE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runNW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runSW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_hold_smg1.smd
SMD MODEL police_animations_anims\a_runN_aim_smg1.smd
SMD MODEL police_animations_anims\a_jump_holding_hit.smd
SMD MODEL police_animations_anims\Man_Gun_neutral.smd
SMD MODEL police_animations_anims\Man_Gun_down_left.smd
SMD MODEL police_animations_anims\Man_Gun_down_center.smd
SMD MODEL police_animations_anims\Man_Gun_down_right.smd
SMD MODEL police_animations_anims\Man_Gun_mid_left.smd
SMD MODEL police_animations_anims\Man_Gun_mid_center.smd
SMD MODEL police_animations_anims\Man_Gun_mid_right.smd
SMD MODEL police_animations_anims\Man_Gun_up_left.smd
SMD MODEL police_animations_anims\Man_Gun_up_center.smd
SMD MODEL police_animations_anims\Man_Gun_up_right.smd
SMD MODEL police_animations_anims\batonidle1.smd
SMD MODEL police_animations_anims\batonidle2.smd
SMD MODEL police_animations_anims\smg1idle1.smd
SMD MODEL police_animations_anims\smg1idle2.smd
SMD MODEL police_animations_anims\pistolidle1.smd
SMD MODEL police_animations_anims\pistolidle2.smd
SMD MODEL police_animations_anims\Idle_Baton.smd
SMD MODEL police_animations_anims\BlockEntry.smd
SMD MODEL police_animations_anims\buttonright.smd
SMD MODEL police_animations_anims\buttonfront.smd
SMD MODEL police_animations_anims\buttonleft.smd
SMD MODEL police_animations_anims\busyidle1.smd
SMD MODEL police_animations_anims\busyidle2.smd
SMD MODEL police_animations_anims\harassfront1.smd
SMD MODEL police_animations_anims\harassfront2.smd
SMD MODEL police_animations_anims\pickup.smd
SMD MODEL police_animations_anims\point.smd
SMD MODEL police_animations_anims\idleonfire.smd
SMD MODEL police_animations_anims\moveonfire.smd
SMD MODEL police_animations_anims\rappelloop.smd
SMD MODEL police_animations_anims\rappelland.smd
SMD MODEL police_animations_anims\pushplayer.smd
SMD MODEL police_animations_anims\activatebaton.smd
SMD MODEL police_animations_anims\deactivatebaton.smd
SMD MODEL police_animations_anims\cower.smd
SMD MODEL police_animations_anims\flinch_head1.smd
SMD MODEL police_animations_anims\flinch_head2.smd
SMD MODEL police_animations_anims\flinch_stomach1.smd
SMD MODEL police_animations_anims\flinch_stomach2.smd
SMD MODEL police_animations_anims\flinch_leftarm1.smd
SMD MODEL police_animations_anims\flinch_rightarm1.smd
SMD MODEL police_animations_anims\flinch_back1.smd
SMD MODEL police_animations_anims\flinch1.smd
SMD MODEL police_animations_anims\flinch2.smd
SMD MODEL combine_soldier_anims_anims\flinchsmall.smd
SMD MODEL police_animations_anims\physflinch1.smd
SMD MODEL police_animations_anims\physflinch2.smd
SMD MODEL police_animations_anims\deathpose_front.smd
SMD MODEL police_animations_anims\deathpose_back.smd
SMD MODEL police_animations_anims\deathpose_right.smd
SMD MODEL police_animations_anims\deathpose_left.smd
SMD MODEL police_animations_anims\deploy.smd
SMD MODEL police_animations_anims\grenadethrow.smd
SMD MODEL police_animations_anims\pistolangryidle2.smd
SMD MODEL police_animations_anims\Crouch_idle_pistol.smd
SMD MODEL police_animations_anims\drawpistol.smd
SMD MODEL police_animations_anims\shootp1.smd
SMD MODEL police_animations_anims\gesture_shoot_pistol.smd
SMD MODEL police_animations_anims\reload_pistol.smd
SMD MODEL police_animations_anims\crouch_reload_pistol.smd
SMD MODEL police_animations_anims\gesture_reload_pistolspine.smd
SMD MODEL police_animations_anims\gesture_reload_pistolarms.smd
SMD MODEL police_animations_anims\gesture_reload_pistol.smd
SMD MODEL police_animations_anims\lowcover_shoot_pistol.smd
SMD MODEL police_animations_anims\lowcover_aim_pistol.smd
SMD MODEL police_animations_anims\smg1angryidle1.smd
SMD MODEL police_animations_anims\Crouch_idle_smg1.smd
SMD MODEL police_animations_anims\shoot_smg1.smd
SMD MODEL police_animations_anims\gesture_shoot_smg1.smd
SMD MODEL police_animations_anims\reload_smg1.smd
SMD MODEL police_animations_anims\crouch_reload_smg1.smd
SMD MODEL police_animations_anims\gesture_reload_smg1spine.smd
SMD MODEL police_animations_anims\gesture_reload_smg1arms.smd
SMD MODEL police_animations_anims\gesture_reload_smg1.smd
SMD MODEL police_animations_anims\lowcover_shoot_smg1.smd
SMD MODEL police_animations_anims\lowcover_aim_smg1.smd
SMD MODEL police_animations_anims\batonangryidle1.smd
SMD MODEL police_animations_anims\swing.smd
SMD MODEL police_animations_anims	hrust.smd
SMD MODEL police_animations_anims\swinggesturespine.smd
SMD MODEL police_animations_anims\swinggesturearms.smd
SMD MODEL police_animations_anims\swinggesture.smd
SMD MODEL combine_soldier_anims_anims\CombatIdle1_SG.smd
SMD MODEL combine_soldier_anims_anims\shootSGs.smd
SMD MODEL combine_soldier_anims_anims\shootSGc.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd
SMD MODEL combine_soldier_anims_anims\layer_run_aiming_SG.smd
ERROR: c:\users\blue22111\desktop\source games\gmod mods\metrocop allies pack\models
ew folder\blue22111_anim\Blue22111_animations - Copy-copy-copy.qc(3690): - could not load file 'fps'
ERROR: Aborted Processing on 'Blue22111_animations.mdl' 

[editline]20th May 2015[/editline]

As a note the “sm d” in the log is a glitch in the thing telling you. In the file it is “smd” not “sm d”

[editline]20th May 2015[/editline]

Nevermind that new error. I missed a few sequences that need to be edited. Will let you know when I have the model compiled.

Not trying to be a dick here, but can you PLEASE [noparse]




[/noparse] tag that shit? Your post is extremely large, and it’s actually causing the page to crash when trying to scroll through your post on Chrome (at least on my end).

Yeah, as Katra said, put [noparse]


 before where your code starts, and 

[/noparse] right after it ends. It makes the page load better and make it easier for everyone to read.

Very sorry about that. Posts edited into the code.

[editline]20th May 2015[/editline]

Ok having an issue.


 $sequence "gesture_shoot_shotgun"  {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
	delta
}


It is mad because I did not put a file there but looking at the files I have I do not see a file to put into that place.

Any ideas?

[editline]20th May 2015[/editline]

Ok fixed that error. Having a new one.

The log says


 ERROR: sequence "shootSGc" cannot find autolayer sequence "Aim_crouch_delta_all" 

The code relating to shootSGc says this


 $sequence "shootSGc" "combine_soldier_anims_anims\shootSGc.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
	addlayer "Aim_crouch_delta_all"
	{ event 4 0 "" }
}


Any ideas as to how I can fix that? Do you think just removing the bit talking about “Aim_crouch_delta_all” would be enough?

[editline]20th May 2015[/editline]

Well we will find out as I just removed it from the code. It completed the compiling of the mdl file. I’ll see if it works.

[editline]20th May 2015[/editline]

Well the model where I had "$includemodel “Blue22111_animations.mdl” as the included model worked.

I’ll test the NPC in game and let you know if it works.

[editline]20th May 2015[/editline]

It spawns as an error.

[editline]20th May 2015[/editline]

Ok after fixing an error in the spawn code (forgot to put the full path) now the model just t-poses. I have one more idea as to what to do. I’ll see if it works

[editline]20th May 2015[/editline]

Well it’s still not working. The model t-poses right away.

I don’t know why it is doing this.

It’s really late where I am (3:05 AM) so I will pick this up tomorrow.

I will leave you guys with the code and if any of you can figure out what I can do to fix this please let me know.

These are the two codes:

The one for the NPC’s model:


 // Created by Crowbar 0.24.0.0

$modelname "DPFilms\Metropolice\arctic_police_Blue22111.mdl"

$bodygroup "police"
{
	studio "arctic_police_reference.smd"
}


$mostlyopaque

$cdmaterials "models\DPFilms\Metropolice\Arctic\"

$attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 0 rotate 0 -80.1 -90
$attachment "Center" "ValveBiped.Bip01_Spine1" -6.2 2.09 0 rotate 0 96.62 90
$attachment "Chest" "ValveBiped.Bip01_Spine4" -2.7 3.88 0 rotate 0 79.75 90
$attachment "LHand" "ValveBiped.Bip01_L_Hand" 3 0 0 rotate 0 0 0
$attachment "RHand" "ValveBiped.Bip01_R_Hand" 3 0 0 rotate 0 0 0
$attachment "zipline" "ValveBiped.Bip01_Spine4" 2 -2 0 rotate 0 -17 0
$attachment "manhack" "ValveBiped.Bip01_Spine" 18 -6 3 rotate -25 50 0
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 72

// $hboxset "default"
// $hbox 1 "ValveBiped.Bip01_Head1" -3.5 -7.71 -3.85 7.5 5.71 3.96
// $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -3.37 -3.7 12.51 3.4 2.41
// $hbox 4 "ValveBiped.Bip01_L_Forearm" -0.9 -3.49 -3.17 9.49 3.1 2.41
// $hbox 4 "ValveBiped.Bip01_L_Hand" -1.11 -1.89 -2.38 5.72 1.46 2.34
// $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3.37 -2.37 12.39 3.41 3.8
// $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.99 -3.5 -2.37 9.33 3.1 3.27
// $hbox 5 "ValveBiped.Bip01_R_Hand" -1.19 -1.86 -2.33 5.31 1.94 2.61
// $hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -6 -3.55 17.85 4 4.45
// $hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
// $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
// $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
// $hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -6 -4.55 17.85 4 3.4
// $hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
// $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
// $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
// $hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -6 -6 7.5 6 6
// $hbox 2 "ValveBiped.Bip01_Spine2" -6.5 -2.5 -7 10.5 7.5 7

// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "ValveBiped.Bip01_Pelvis" "" -0.000005 -0.533615 38.566917 1.570796 0 0 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.000005 3.345127 -2.981901 1.570796 0.086293 1.570796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.018318 0 0 0 0 -0.029242 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.518543 0 0 0 0 0.100336 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 8.942642 0 0 0 0 0.194096 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.307259 0 0 3.14159 0 0.400478 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.593719 0.000011 0 0 -0.000001 0.406587 0 0 0 0 0 0
// $definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 2.000065 -2.999998 0 -1.570796 0 -1.32645 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.033356 1.000776 -1.93761 -1.668475 1.286518 2.942954 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.028142 0.000008 0 1.639479 -0.008065 -0.586846 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 11.692535 0.000002 0.000008 0 0 -0.060372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.481684 0 -0.000004 -1.564937 0.106606 0.044193 0 0 0 0 0 0
// $definebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand" 2.676085 -1.712444 0 -1.570796 0 -1.570796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.859673 -0.132568 1.193108 0.47914 -0.158545 -0.879041 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.312565 0.000002 -0.000003 0 -0.011932 -0.439672 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.729362 -0.000008 0.000001 0 -0.006134 -0.244271 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.942287 0.050323 0.431043 0.154999 -0.079305 -0.810205 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.539093 -0.000002 0.000001 0 -0.005854 -0.247771 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 1.196335 -0.00001 0 0 -0.009663 -0.430761 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.883657 -0.050327 -0.431043 -0.085905 -0.026404 -0.587695 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.719585 0 -0.000002 0 -0.007974 -0.366436 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.209179 -0.000002 0 0 -0.004461 -0.216376 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.859831 -0.148937 -1.331281 -0.354419 0.038567 -0.532001 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.71944 -0.000008 -0.000002 0 -0.006613 -0.36297 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.099644 -0.000004 -0.000001 0 -0.004211 -0.244313 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.806017 -0.359844 -1.318333 1.2042 0.673618 -0.793956 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.789785 0.000002 0.000004 0 -0.006301 0.228555 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.206997 0 0.000004 0 -0.009618 0.362905 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.033348 1.000769 1.93766 1.596638 -1.286515 2.942961 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.028134 0.000004 0 -1.579613 0.047802 -0.585173 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 11.692581 0 0.000004 0 0 -0.060372 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.481674 0 -0.000027 1.573183 -0.106613 0.044193 0 0 0 0 0 0
// $definebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand" 2.676088 -1.71244 0 1.570797 0 1.570796 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.859697 -0.142406 -1.191976 -0.479144 0.15219 -0.879874 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.312553 -0.000004 0.000002 0 0.009665 -0.43972 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.729355 -0.000005 0 0 0.004971 -0.244299 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.942322 0.046761 -0.431442 -0.155014 0.073328 -0.810648 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.539078 0.000002 0 0 0.00446 -0.247797 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 1.196323 0.000004 0 0 0.007361 -0.430802 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.883699 -0.04678 0.431443 0.085902 0.02183 -0.587867 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.719568 0.000011 0 0 0.005516 -0.366478 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.209175 0.000002 0.000001 0 0.003084 -0.2164 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.859863 -0.137959 1.332468 0.354449 -0.04275 -0.531718 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.719429 -0.000004 0.000005 0 0.004074 -0.363009 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.099655 0 0.000002 0 0.002596 -0.244331 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.806047 -0.348923 1.321259 -1.206853 -0.679489 -0.789308 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.789783 0.000004 0.000006 0 0.007386 0.228523 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.207003 0.000002 0.000002 0 0.011266 0.36286 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.890452 0.000004 0.000007 -1.570796 0.051845 -1.576021 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.84816 0 -0.000002 0 0 0.034187 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.52524 -0.000001 0.000001 0.038611 0.040779 -1.071632 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.879452 -0.000001 -0.000001 -0.081333 -0.002951 -0.584373 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.890452 -0.000004 -0.000003 -1.570796 0.051839 -1.565574 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.84815 0 0 0 0 0.0342 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.52523 0.000001 0.000002 -0.027915 -0.040782 -1.071638 0 0 0 0 0 0
// $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.879444 -0.000003 0 -0.007299 -0.002951 -0.584373 0 0 0 0 0 0




$sequence "ragdoll" "arctic_police_anims\ragdoll.smd" {
	fps 30
	activity "ACT_DIERAGDOLL" 1
}

$includemodel "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models\Blue22111_animations.mdl"

$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$collisionjoints "arctic_police_physics.smd"
{
	$mass 100
	$inertia 10
	$damping 0.05
	$rotdamping 5
	$rootbone "valvebiped.bip01_pelvis"

	$jointrotdamping "ValveBiped.Bip01_Pelvis" 3

	$jointmassbias "ValveBiped.Bip01_L_Thigh" 7
	$jointrotdamping "ValveBiped.Bip01_L_Thigh" 7
	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0

	$jointmassbias "ValveBiped.Bip01_L_Calf" 4
	$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0

	$jointmassbias "ValveBiped.Bip01_R_Thigh" 7
	$jointrotdamping "ValveBiped.Bip01_R_Thigh" 7
	$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0

	$jointmassbias "ValveBiped.Bip01_R_Calf" 4
	$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0

	$jointrotdamping "ValveBiped.Bip01_R_Foot" 2
	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 30 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -30 20 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 50 0

	$jointmassbias "ValveBiped.Bip01_Spine1" 8
	$jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0
	$jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0

	$jointmassbias "ValveBiped.Bip01_Spine2" 9
	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0

	$jointmassbias "ValveBiped.Bip01_L_Clavicle" 4
	$jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0

	$jointmassbias "ValveBiped.Bip01_L_UpperArm" 5
	$jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0

	$jointmassbias "ValveBiped.Bip01_R_Clavicle" 4
	$jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0

	$jointmassbias "ValveBiped.Bip01_R_UpperArm" 5
	$jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0

	$jointmassbias "ValveBiped.Bip01_R_Forearm" 4
	$jointrotdamping "ValveBiped.Bip01_R_Forearm" 4
	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0

	$jointrotdamping "ValveBiped.Bip01_R_Hand" 1
	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0

	$jointmassbias "ValveBiped.Bip01_L_Forearm" 4
	$jointrotdamping "ValveBiped.Bip01_L_Forearm" 4
	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0

	$jointrotdamping "ValveBiped.Bip01_L_Hand" 1
	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0

	$jointmassbias "ValveBiped.Bip01_Head1" 4
	$jointrotdamping "ValveBiped.Bip01_Head1" 3
	$jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0
	$jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0

	$jointrotdamping "ValveBiped.Bip01_L_Foot" 2
	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 30 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -30 20 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 50 0
} 

The one for the animation file:


 $modelname "Blue22111_animations.mdl"

$poseparameter "body_yaw" -29.73426 29.73423 0
$poseparameter "spine_yaw" -30.7085 30.70848 0
$poseparameter "neck_trans" -0.207508 0.2594 0
$poseparameter "head_yaw" -66.70654 66.70631 0
$poseparameter "head_pitch" -34.86658 25.37666 0
$poseparameter "head_roll" -10.93143 10.85243 0
$poseparameter "move_yaw" -180 180 360
$poseparameter "aim_pitch" -86.32401 56.20353 0
$poseparameter "aim_yaw" -60 60 0

$cdmaterials "models\police_xsi\"

$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$attachment "eyes" "ValveBiped.Bip01_Head1" 2.7 -7.43 0 rotate 0 -80.1 -90
$attachment "baton" "ValveBiped.baton_parent" 0 0 0 rotate 0 0 0

$surfaceprop "default"

$contents "solid"


 $definebone "ValveBiped.Bip01_Pelvis" "" -0.000005 -0.533615 38.566917 1.570796 0 0 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.000005 3.345128 -2.981901 1.570796 0.086293 1.570796 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.018331 0 0 0 0 -0.029242 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.518565 0 0 0 0 0.100336 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 8.942642 0 0 0 0 0.194096 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.307271 0 0 3.14159 0 0.400478 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.593712 -0.000001 0 0 -0.000001 0.406587 0 0 0 0 0 0
 $definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 1.999997 -3.000001 0 -1.570796 0 -1.32645 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.03335 1.000771 -1.93761 -1.668474 1.286518 2.942953 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.028143 0.000002 0 1.639479 -0.008065 -0.586846 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 11.692549 0 0.000002 0 0 -0.060372 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.481698 0 0 -1.564937 0.106606 0.044193 0 0 0 0 0 0
 $definebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand" 2.676087 -1.71244 0 -1.570796 0 -1.570796 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.033342 1.000767 1.93766 1.596637 -1.286515 2.942961 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.028142 0.000002 0 -1.579613 0.047801 -0.585173 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 11.692555 0 0.000005 0 0 -0.060372 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.481671 0 -0.00003 1.573183 -0.106613 0.044193 0 0 0 0 0 0
 $definebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand" 2.676088 -1.712441 0 1.570797 0 1.570797 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.890452 0.000004 0.000007 -1.570796 0.051845 -1.576021 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.848171 0 0 0 0 0.034187 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.525253 0 0 0.038611 0.040779 -1.071632 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.879454 0 0 -0.081333 -0.002951 -0.584373 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.890452 -0.000004 -0.000003 -1.570796 0.051839 -1.565574 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.848175 0 0 0 0 0.0342 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.525249 0 0 -0.027915 -0.040782 -1.071638 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.879452 0 0 -0.007299 -0.00295 -0.584374 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.859704 -0.142404 -1.191975 -0.479144 0.15219 -0.879874 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.312563 0.000001 0.000001 0 0.009665 -0.43972 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.729362 0.000002 0 0 0.004971 -0.244299 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.942327 0.046774 -0.431443 -0.155014 0.073328 -0.810648 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.539092 0.000002 0 0 0.00446 -0.247797 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 1.196319 -0.000001 0 0 0.007361 -0.430802 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.883689 -0.046767 0.431443 0.085902 0.02183 -0.587867 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.719575 0.000002 0 0 0.005516 -0.366478 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.209182 -0.000001 0 0 0.003084 -0.2164 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.859859 -0.13795 1.332466 0.354449 -0.04275 -0.531718 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.719429 0.000003 0 0 0.004074 -0.363009 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.099668 0.000001 0 0 0.002596 -0.244331 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.806048 -0.348923 1.321258 -1.206854 -0.679488 -0.789308 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.789785 0 0.000002 0 0.007387 0.228523 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.206998 0 0 0 0.011267 0.36286 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.859672 -0.132566 1.193108 0.47914 -0.158545 -0.879041 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.31256 0 -0.000001 0 -0.011932 -0.439672 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.729361 0.000002 0 0 -0.006134 -0.244271 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.942293 0.05033 0.431043 0.154999 -0.079305 -0.810205 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.539095 0.000003 0 0 -0.005854 -0.247771 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 1.196323 0 0 0 -0.009663 -0.430761 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.883655 -0.050326 -0.431043 -0.085905 -0.026404 -0.587695 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.719575 -0.000005 0 0 -0.007974 -0.366436 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.209182 -0.000001 0 0 -0.004461 -0.216376 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.859828 -0.148935 -1.331282 -0.354419 0.038567 -0.532001 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.719425 0 0 0 -0.006613 -0.36297 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.099665 0 0 0 -0.004211 -0.244312 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.806014 -0.359835 -1.318334 1.2042 0.673618 -0.793956 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.789783 0.000001 0 0 -0.006301 0.228555 0 0 0 0 0 0
 $definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.207003 0 0.000004 0 -0.009618 0.362905 0 0 0 0 0 0
 $definebone "ValveBiped.baton_parent" "ValveBiped.Bip01_R_Hand" 2.338454 -1.535743 -6.391511 1.520245 -0.09438 -2.001951 0 0 0 0 0 0

$animblocksize 32

$sectionframes 30 120

 $weightlist "weights_body_rot_z" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_spine_rot_z" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_neck_trans_x" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_head_rot_z" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_head_rot_y" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_head_rot_x" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_pistolspine" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_pistolarms" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_gesture_reload_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_smg1spine" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_smg1arms" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_gesture_reload_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_swinggesturespine" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_swinggesturearms" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_swinggesture" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_pistol_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_WalkN_pistol_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_SMG1_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_WalkN_SMG1_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_walk_hold_baton_angry" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_Pistol_aim_walk_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_walk_aiming_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_walk_hold_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_SMG1_aim_walk_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_walk_aiming_SMG1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_walk_hold_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_Pistol_aim_run_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_run_hold_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_run_aiming_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_smg1_aim_run_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_run_hold_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_run_aiming_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_turnleft" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_turnright" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_left_45" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_left_90" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_right_45" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_right_90" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }

$animation "a_pose_neutral" "police_animations_anims\a_pose_neutral.smd" {
	fps 30
}
$animation "a_body_rot" "police_animations_anims\a_body_rot.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_body_rot_z"
}
$animation "a_body_rot_z_rt" "police_animations_anims\a_body_rot_z_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_body_rot_z"
}
$animation "a_body_rot_z_lt" "police_animations_anims\a_body_rot_z_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_body_rot_z"
}
$animation "a_spine_rot" "police_animations_anims\a_spine_rot.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_spine_rot_z"
}
$animation "a_spine_rot_z_rt" "police_animations_anims\a_spine_rot_z_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_spine_rot_z"
}
$animation "a_spine_rot_z_lt" "police_animations_anims\a_spine_rot_z_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_spine_rot_z"
}
$animation "a_head_rot" "police_animations_anims\a_head_rot.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_z"
}
$animation "a_head_rot_lt" "police_animations_anims\a_head_rot_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_x"
}
$animation "a_head_rot_rt" "police_animations_anims\a_head_rot_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_x"
}
$animation "a_neck_trans" "police_animations_anims\a_neck_trans.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_neck_trans_x"
}
$animation "a_neck_trans_fwd" "police_animations_anims\a_neck_trans_fwd.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_neck_trans_x"
}
$animation "a_neck_trans_back" "police_animations_anims\a_neck_trans_back.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_neck_trans_x"
}
$animation "a_head_rot_dwn" "police_animations_anims\a_head_rot_dwn.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_y"
}
$animation "a_head_rot_up" "police_animations_anims\a_head_rot_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_y"
}
$animation "a_head_rot_z_rt" "police_animations_anims\a_head_rot_z_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_z"
}
$animation "a_head_rot_z_lt" "police_animations_anims\a_head_rot_z_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_z"
}
$animation "a_flinch_gesture" "police_animations_anims\a_flinch_gesture.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_head_gesture1" "police_animations_anims\a_flinch_head_gesture1.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_head_gesture2" "police_animations_anims\a_flinch_head_gesture2.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_gut_gesture1" "police_animations_anims\a_flinch_gut_gesture1.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_gut_gesture2" "police_animations_anims\a_flinch_gut_gesture2.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_larm_gesture" "police_animations_anims\a_flinch_larm_gesture.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_rarm_gesture" "police_animations_anims\a_flinch_rarm_gesture.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_aim_pistol_neutral" "police_animations_anims\a_aim_pistol_neutral.smd" {
	fps 30
}
$animation "a_pistol_aim_down_left" "police_animations_anims\a_pistol_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_center" "police_animations_anims\a_pistol_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_right" "police_animations_anims\a_pistol_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_right" "police_animations_anims\a_pistol_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_left" "police_animations_anims\a_pistol_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_center" "police_animations_anims\a_pistol_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_right" "police_animations_anims\a_pistol_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_straight_up" "police_animations_anims\a_pistol_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_walkn_aim_pistol_neutral" "police_animations_anims\a_walkn_aim_pistol_neutral.smd" {
	fps 30
}
$animation "a_WalkN_pistol_aim_down_left" "police_animations_anims\a_WalkN_pistol_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_center" "police_animations_anims\a_WalkN_pistol_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_right" "police_animations_anims\a_WalkN_pistol_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_left" "police_animations_anims\a_WalkN_pistol_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_center" "police_animations_anims\a_WalkN_pistol_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_right" "police_animations_anims\a_WalkN_pistol_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_left" "police_animations_anims\a_WalkN_pistol_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_center" "police_animations_anims\a_WalkN_pistol_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_right" "police_animations_anims\a_WalkN_pistol_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_straight_up" "police_animations_anims\a_WalkN_pistol_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_aim_SMG1_neutral" "police_animations_anims\a_aim_SMG1_neutral.smd" {
	fps 30
}
$animation "a_SMG1_aim_down_left" "police_animations_anims\a_SMG1_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_down_center" "police_animations_anims\a_SMG1_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_down_right" "police_animations_anims\a_SMG1_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_mid_left" "police_animations_anims\a_SMG1_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_mid_center" "police_animations_anims\a_SMG1_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_mid_right" "police_animations_anims\a_SMG1_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_up_left" "police_animations_anims\a_SMG1_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_up_center" "police_animations_anims\a_SMG1_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_up_right" "police_animations_anims\a_SMG1_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_straight_up" "police_animations_anims\a_SMG1_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_walkn_aim_SMG1_neutral" "police_animations_anims\a_walkn_aim_SMG1_neutral.smd" {
	fps 30
}
$animation "a_WalkN_SMG1_aim_down_left" "police_animations_anims\a_WalkN_SMG1_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_down_center" "police_animations_anims\a_WalkN_SMG1_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_down_right" "police_animations_anims\a_WalkN_SMG1_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_mid_left" "police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_mid_center" "police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_mid_right" "police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_up_left" "police_animations_anims\a_WalkN_SMG1_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_up_center" "police_animations_anims\a_WalkN_SMG1_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_up_right" "police_animations_anims\a_WalkN_SMG1_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_straight_up" "police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_Crouch_walkS" "police_animations_anims\a_Crouch_walkS.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkSE" "police_animations_anims\a_Crouch_walkSE.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkE" "police_animations_anims\a_Crouch_walkE.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkNE" "police_animations_anims\a_Crouch_walkNE.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkN" "police_animations_anims\a_Crouch_walkN.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkNW" "police_animations_anims\a_Crouch_walkNW.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkW" "police_animations_anims\a_Crouch_walkW.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkSW" "police_animations_anims\a_Crouch_walkSW.smd" {
	fps 30
	loop
}
$animation "a_WalkS" "police_animations_anims\a_WalkS.smd" {
	fps 31
	loop
}
$animation "a_WalkSE" "police_animations_anims\a_WalkSE.smd" {
	fps 29
	loop
}
$animation "a_WalkE" "police_animations_anims\a_WalkE.smd" {
	fps 33
	loop
}
$animation "a_WalkNE" "police_animations_anims\a_WalkNE.smd" {
	fps 32
	loop
}
$animation "a_WalkN" "police_animations_anims\a_WalkN.smd" {
	fps 30
	loop
}
$animation "a_WalkNW" "police_animations_anims\a_WalkNW.smd" {
	fps 32
	loop
}
$animation "a_WalkW" "police_animations_anims\a_WalkW.smd" {
	fps 33
	loop
}
$animation "a_WalkSW" "police_animations_anims\a_WalkSW.smd" {
	fps 29
	loop
}
$animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" {
	fps 30
	loop
}
$animation "a_walkS_pistol_aim_delta" "police_animations_anims\a_walkS_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSE_pistol_aim_delta" "police_animations_anims\a_walkSE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkE_pistol_aim_delta" "police_animations_anims\a_walkE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNE_pistol_aim_delta" "police_animations_anims\a_walkNE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkN_pistol_aim_delta" "police_animations_anims\a_walkN_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNW_pistol_aim_delta" "police_animations_anims\a_walkNW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkW_pistol_aim_delta" "police_animations_anims\a_walkW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSW_pistol_aim_delta" "police_animations_anims\a_walkSW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_WalkN_aim_pistol" "police_animations_anims\a_WalkN_aim_pistol.smd" {
	fps 30
	loop
}
$animation "a_walkN_hold_pistol" "police_animations_anims\a_walkN_hold_pistol.smd" {
	fps 30
	loop
}
$animation "a_walkS_SMG1_aim_delta" "police_animations_anims\a_walkS_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkSE_SMG1_aim_delta" "police_animations_anims\a_walkSE_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkE_SMG1_aim_delta" "police_animations_anims\a_walkE_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkNE_SMG1_aim_delta" "police_animations_anims\a_walkNE_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkN_SMG1_aim_delta" "police_animations_anims\a_walkN_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkNW_SMG1_aim_delta" "police_animations_anims\a_walkNW_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkW_SMG1_aim_delta" "police_animations_anims\a_walkW_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkSW_SMG1_aim_delta" "police_animations_anims\a_walkSW_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_WalkN_aim_SMG1" "police_animations_anims\a_WalkN_aim_SMG1.smd" {
	fps 30
	loop
}
$animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" {
	fps 30
	subtract "a_flinch_gesture" 0
}
$animation "a_walkN_hold_smg1" "police_animations_anims\a_walkN_hold_smg1.smd" {
	fps 30
	loop
}
$animation "a_RunS" "police_animations_anims\\a_RunS.smd" {
	fps 28
	loop
}
$animation "a_RunSE" "police_animations_anims\\a_RunSE.smd" {
	fps 33
	loop
}
$animation "a_RunE" "police_animations_anims\a_RunE.smd" {
	fps 29
	loop
}
$animation "a_RunNE" "police_animations_anims\a_RunNE.smd" {
	fps 35
	loop
}
$animation "a_RunN" "police_animations_anims\a_RunN.smd" {
	fps 30
	loop
}
$animation "a_RunNW" "police_animations_anims\a_RunNW.smd" {
	fps 35
	loop
}
$animation "a_RunW" "police_animations_anims\a_RunW.smd" {
	fps 29
	loop
}
$animation "a_RunSW" "police_animations_anims\a_RunSW.smd" {
	fps 33
	loop
}
$animation "a_runS_pistol_aim_delta" "police_animations_anims\a_runS_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runSE_pistol_aim_delta" "police_animations_anims\a_runSE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runE_pistol_aim_delta" "police_animations_anims\a_runE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runNE_pistol_aim_delta" "police_animations_anims\a_runNE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runN_pistol_aim_delta" "police_animations_anims\a_runN_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runNW_pistol_aim_delta" "police_animations_anims\a_runNW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runW_pistol_aim_delta" "police_animations_anims\a_runW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runSW_pistol_aim_delta" "police_animations_anims\a_runSW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runN_hold_pistol" "police_animations_anims\a_runN_hold_pistol.smd" {
	fps 30
	loop
}
$animation "a_runN_aim_pistol" "police_animations_anims\a_runN_aim_pistol.smd" {
	fps 30
	loop
}
$animation "a_runS_smg1_aim_delta" "police_animations_anims\a_runS_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runSE_smg1_aim_delta" "police_animations_anims\a_runSE_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runE_smg1_aim_delta" "police_animations_anims\a_runE_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runNE_smg1_aim_delta" "police_animations_anims\a_runNE_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runN_smg1_aim_delta" "police_animations_anims\a_runN_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runNW_smg1_aim_delta" "police_animations_anims\a_runNW_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runW_smg1_aim_delta" "police_animations_anims\a_runW_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runSW_smg1_aim_delta" "police_animations_anims\a_runSW_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runN_hold_smg1" "police_animations_anims\a_runN_hold_smg1.smd" {
	fps 30
	loop
}
$animation "a_runN_aim_smg1" "police_animations_anims\a_runN_aim_smg1.smd" {
	fps 30
	loop
}
$animation "a_jump_holding_hit" "police_animations_anims\a_jump_holding_hit.smd" {
	fps 30
}
$animation "Man_Gun_neutral" "police_animations_anims\Man_Gun_neutral.smd" {
	fps 30
}
$animation "Man_Gun_down_left" "police_animations_anims\Man_Gun_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_down_center" "police_animations_anims\Man_Gun_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_down_right" "police_animations_anims\Man_Gun_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_mid_left" "police_animations_anims\Man_Gun_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_mid_center" "police_animations_anims\Man_Gun_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_mid_right" "police_animations_anims\Man_Gun_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_up_left" "police_animations_anims\Man_Gun_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_up_center" "police_animations_anims\Man_Gun_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_up_right" "police_animations_anims\Man_Gun_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}


$sequence "body_rot_z" {
	"a_body_rot_z_lt"
	"a_body_rot"
	"a_body_rot_z_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "body_yaw" 29.73423 -29.73426
}

$sequence "spine_rot_z" {
	"a_spine_rot_z_lt"
	"a_spine_rot"
	"a_spine_rot_z_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "spine_yaw" 30.70848 -30.7085
}

$sequence "neck_trans_x" {
	"a_neck_trans_back"
	"a_neck_trans"
	"a_neck_trans_fwd"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "neck_trans" -0.207508 0.2594
}

$sequence "head_rot_z" {
	"a_head_rot_z_lt"
	"a_head_rot"
	"a_head_rot_z_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "head_yaw" 66.70631 -66.70654
}

$sequence "head_rot_y" {
	"a_head_rot_dwn"
	"a_head_rot"
	"a_head_rot_up"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "head_pitch" 25.37666 -34.86658
}

$sequence "head_rot_x" {
	"a_head_rot_lt"
	"a_head_rot"
	"a_head_rot_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "head_roll" -10.93143 10.85243
}

$sequence "batonidle1" "police_animations_anims\batonidle1.smd" {
	fps 30
	activity "ACT_IDLE" 2
	loop
	node "standing_baton"
}

$sequence "batonidle2" "police_animations_anims\batonidle2.smd" {
	fps 30
	activity "ACT_IDLE" 1
	loop
	node "standing_baton"
}

$sequence "smg1idle1" "police_animations_anims\smg1idle1.smd" {
	fps 30
	activity "ACT_IDLE_SMG1" 2
	loop
	node "standing_smg"
}

$sequence "smg1idle2" "police_animations_anims\smg1idle2.smd" {
	fps 30
	activity "ACT_IDLE_SMG1" 1
	loop
	node "standing_smg"
}

$sequence "pistolidle1" "police_animations_anims\pistolidle1.smd" {
	fps 30
	activity "ACT_IDLE_PISTOL" 2
	loop
	node "standing_pistol"
}

$sequence "pistolidle2" "police_animations_anims\pistolidle2.smd" {
	fps 30
	activity "ACT_IDLE_PISTOL" 1
	loop
	node "standing_pistol"
}

$sequence "Idle_Baton" "police_animations_anims\Idle_Baton.smd" {
	fps 30
	loop
}

$sequence "BlockEntry" "police_animations_anims\BlockEntry.smd" {
	fps 30
}

$sequence "buttonright" "police_animations_anims\buttonright.smd" {
	fps 30
}

$sequence "buttonfront" "police_animations_anims\buttonfront.smd" {
	fps 30
}

$sequence "buttonleft" "police_animations_anims\buttonleft.smd" {
	fps 30
}

$sequence "busyidle1" "police_animations_anims\busyidle1.smd" {
	fps 30
	activity "ACT_BUSY_LEAN_BACK" 1
	loop
}

$sequence "busyidle2" "police_animations_anims\busyidle2.smd" {
	fps 30
	activity "ACT_BUSY_STAND" 1
	loop
}

$sequence "harassfront1" "police_animations_anims\harassfront1.smd" {
	fps 30
	activity "ACT_POLICE_HARASS1" 1
}

$sequence "harassfront2" "police_animations_anims\harassfront2.smd" {
	fps 30
	activity "ACT_POLICE_HARASS2" 1
}

$sequence "pickup" "police_animations_anims\pickup.smd" {
	fps 30
	activity "ACT_PICKUP_GROUND" 1
	{ event 2040 13 "" }
}

$sequence "point" "police_animations_anims\point.smd" {
	fps 30
	activity "ACT_METROPOLICE_POINT" 1
	node "standing_pistol"
}

$sequence "idleonfire" "police_animations_anims\idleonfire.smd" {
	fps 30
	activity "ACT_IDLE_ON_FIRE" 1
	loop
}

$sequence "moveonfire" "police_animations_anims\moveonfire.smd" {
	fps 30
	activity "ACT_RUN_ON_FIRE" 1
	loop
}

$sequence "rappelloop" "police_animations_anims\rappelloop.smd" {
	fps 30
	activity "ACT_RAPPEL_LOOP" 1
	loop
}

$sequence "rappelland" "police_animations_anims\rappelland.smd" {
	fps 30
	activity "ACT_RAPPEL_LAND" 1
}

$sequence "dummy1" "police_animations_anims\batonidle1.smd" {
	fps 30
	loop
	hidden
}

$sequence "dummy2" "police_animations_anims\batonidle1.smd" {
	fps 30
	loop
	hidden
}

$sequence "pushplayer" "police_animations_anims\pushplayer.smd" {
	fps 30
	activity "ACT_PUSH_PLAYER" 1
	{ event AE_METROPOLICE_SHOVE 11 "" }
}

$sequence "activatebaton" "police_animations_anims\activatebaton.smd" {
	fps 30
	activity "ACT_ACTIVATE_BATON" 1
	{ event AE_METROPOLICE_BATON_ON 7 "" }
}

$sequence "deactivatebaton" "police_animations_anims\deactivatebaton.smd" {
	fps 30
	activity "ACT_DEACTIVATE_BATON" 1
	{ event AE_METROPOLICE_BATON_OFF 7 "" }
}

$sequence "cower" "police_animations_anims\cower.smd" {
	fps 35
	activity "ACT_COWER" 1
}

$sequence "flinch_head1" "police_animations_anims\flinch_head1.smd" {
	fps 30
	activity "ACT_FLINCH_HEAD" 1
}

$sequence "flinch_head2" "police_animations_anims\flinch_head2.smd" {
	fps 30
	activity "ACT_FLINCH_HEAD" 1
}

$sequence "flinch_stomach1" "police_animations_anims\flinch_stomach1.smd" {
	fps 30
	activity "ACT_FLINCH_STOMACH" 1
}

$sequence "flinch_stomach2" "police_animations_anims\flinch_stomach2.smd" {
	fps 30
	activity "ACT_FLINCH_STOMACH" 1
}

$sequence "flinch_leftarm1" "police_animations_anims\flinch_leftarm1.smd" {
	fps 30
	activity "ACT_FLINCH_LEFTARM" 1
}

$sequence "flinch_rightarm1" "police_animations_anims\flinch_rightarm1.smd" {
	fps 30
	activity "ACT_FLINCH_RIGHTARM" 1
}

$sequence "flinch_back1" "police_animations_anims\flinch_back1.smd" {
	fps 30
	activity "ACT_METROPOLICE_FLINCH_BEHIND" 1
}

$sequence "flinch1" "police_animations_anims\flinch1.smd" {
	fps 30
	activity "ACT_SMALL_FLINCH" 1
}

$sequence "flinch2" "police_animations_anims\flinch2.smd" {
	fps 30
	activity "ACT_BIG_FLINCH" 1
}

$sequence "flinch_gesture" "combine_soldier_anims_anims\flinchsmall.smd" {
	fps 30
	activity "ACT_GESTURE_SMALL_FLINCH" 1
	delta
}

$sequence "physflinch1" "police_animations_anims\physflinch1.smd" {
	fps 30
	activity "ACT_FLINCH_PHYSICS" 1
}

$sequence "physflinch2" "police_animations_anims\physflinch2.smd" {
	fps 30
	activity "ACT_FLINCH_PHYSICS" 1
}

$sequence "deathpose_front" "police_animations_anims\deathpose_front.smd" {
	fps 1
	activity "ACT_DIE_FRONTSIDE" 1
}

$sequence "deathpose_back" "police_animations_anims\deathpose_back.smd" {
	fps 1
	activity "ACT_DIE_BACKSIDE" 1
}

$sequence "deathpose_right" "police_animations_anims\deathpose_right.smd" {
	fps 1
	activity "ACT_DIE_RIGHTSIDE" 1
}

$sequence "deathpose_left" "police_animations_anims\deathpose_left.smd" {
	fps 1
	activity "ACT_DIE_LEFTSIDE" 1
}

$sequence "deploy" "police_animations_anims\deploy.smd" {
	fps 30
	activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
	{ event AE_METROPOLICE_START_DEPLOY 10 "" }
	{ event AE_METROPOLICE_DEPLOY_MANHACK 33 "" }
}

$sequence "grenadethrow" "police_animations_anims\grenadethrow.smd" {
	fps 30
	activity "ACT_COMBINE_THROW_GRENADE" 1
	{ event 7 23 "" }
}

$sequence "pistolangryidle2" "police_animations_anims\pistolangryidle2.smd" {
	fps 4
	activity "ACT_IDLE_ANGRY_PISTOL" 1
	node "shooting_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "Crouch_idle_pistol" "police_animations_anims\Crouch_idle_pistol.smd" {
	fps 30
	activity "ACT_COVER_PISTOL_LOW" 1
	loop
	node "crouching_pistol"
}

$sequence "drawpistol" "police_animations_anims\drawpistol.smd" {
	fps 30
	activity "ACT_METROPOLICE_DRAW_PISTOL" 1
	blendlayer "pistol_Aim_all" 0.685714 1.028571 1.028571 1.028571 spline
	{ event AE_METROPOLICE_DRAW_PISTOL 11 "" }
}

$sequence "shootp1" "police_animations_anims\shootp1.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_PISTOL" 1
	node "shooting_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "gesture_shoot_pistol" "police_animations_anims\gesture_shoot_pistol.smd" {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
	delta
}

$sequence "reload_pistol" "police_animations_anims\reload_pistol.smd" {
	fps 30
	activity "ACT_RELOAD_PISTOL" 1
	node "shooting_pistol"
	blendlayer "pistol_Aim_all" 0 0 0 0.375 spline
	blendlayer "pistol_Aim_all" 0.75 1.025 1.025 1.025 spline
	{ event 3017 0 "" }
	{ event 3018 34 "" }
}

$sequence "crouch_reload_pistol" "police_animations_anims\crouch_reload_pistol.smd" {
	fps 30
	activity "ACT_RELOAD_PISTOL_LOW" 1
	node "crouching_pistol"
	{ event 3017 0 "" }
	{ event 3018 56 "" }
}

$sequence "gesture_reload_pistolspine" "police_animations_anims\gesture_reload_pistolspine.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_reload_pistolarms" "police_animations_anims\gesture_reload_pistolarms.smd" {
	fps 30
	hidden
}

$sequence "gesture_reload_pistol" "police_animations_anims\gesture_reload_pistol.smd" {
	fps 30
	activity "ACT_GESTURE_RELOAD_PISTOL" 1
	node "standing_pistol"
	blendlayer "gesture_reload_pistolarms" 0 0.128205 0.820513 1.025641 spline
	blendlayer "gesture_reload_pistolspine" 0 0.128205 0.820513 1.025641 spline
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	{ event 3017 0 "" }
	{ event 3018 37 "" }
}

$sequence "lowcover_shoot_pistol" "police_animations_anims\lowcover_shoot_pistol.smd" {
	fps 10
	activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
	loop
	node "lowcover_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "lowcover_aim_pistol" "police_animations_anims\lowcover_aim_pistol.smd" {
	fps 30
	activity "ACT_RANGE_AIM_PISTOL_LOW" 1
	loop
	node "lowcover_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "smg1angryidle1" "police_animations_anims\smg1angryidle1.smd" {
	fps 30
	activity "ACT_IDLE_ANGRY_SMG1" 1
	loop
	node "shooting_smg"
	addlayer "SMG1_Aim_all"
}

$sequence "Crouch_idle_smg1" "police_animations_anims\Crouch_idle_smg1.smd" {
	fps 30
	activity "ACT_COVER_SMG1_LOW" 1
	loop
	node "crouching_smg"
}

$sequence "shoot_smg1" "police_animations_anims\shoot_smg1.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SMG1" 1
	node "shooting_smg"
	addlayer "SMG1_Aim_all"
}

$sequence "gesture_shoot_smg1" "police_animations_anims\gesture_shoot_smg1.smd" {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_SMG1" 1
	delta
}

$sequence "reload_smg1" "police_animations_anims\reload_smg1.smd" {
	fps 30
	activity "ACT_RELOAD_SMG1" 1
	node "shooting_smg"
	addlayer "SMG1_Aim_all"
	addlayer "SMG1_Aim_all"
	{ event 3017 0 "" }
	{ event 3018 49 "" }
}

$sequence "crouch_reload_smg1" "police_animations_anims\crouch_reload_smg1.smd" {
	fps 30
	activity "ACT_RELOAD_SMG1_LOW" 1
	node "crouching_smg"
	{ event 3017 0 "" }
	{ event 3018 52 "" }
}

$sequence "gesture_reload_smg1spine" "police_animations_anims\gesture_reload_smg1spine.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_reload_smg1arms" "police_animations_anims\gesture_reload_smg1arms.smd" {
	fps 30
	hidden
}

$sequence "gesture_reload_smg1" "police_animations_anims\gesture_reload_smg1.smd" {
	fps 30
	activity "ACT_GESTURE_RELOAD_SMG1" 1
	node "standing_smg"
	blendlayer "gesture_reload_smg1arms" 0 0.227273 0.681818 1.022727 spline
	blendlayer "gesture_reload_smg1spine" 0 0.227273 0.681818 1.022727 spline
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	{ event 3017 0 "" }
	{ event 3018 35 "" }
}

$sequence "lowcover_shoot_smg1" "police_animations_anims\lowcover_shoot_smg1.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SMG1_LOW" 1
	loop
	node "lowcover_smg"
	addlayer "SMG1_Aim_all"
	{ event 3014 2 "" }
}

$sequence "lowcover_aim_smg1" "police_animations_anims\lowcover_aim_smg1.smd" {
	fps 30
	activity "ACT_RANGE_AIM_SMG1_LOW" 1
	loop
	node "lowcover_smg"
	addlayer "SMG1_Aim_all"
}

$sequence "batonangryidle1" "police_animations_anims\batonangryidle1.smd" {
	fps 30
	activity "ACT_IDLE_ANGRY_MELEE" 1
	loop
	node "standing_baton"
}

$sequence "swing" "police_animations_anims\swing.smd" {
	fps 35
	activity "ACT_MELEE_ATTACK_SWING" 1
	{ event 3001 13 "" }
}

$sequence "thrust" "police_animations_anims	hrust.smd" {
	fps 35
	activity "ACT_MELEE_ATTACK_THRUST" 1
	{ event 3001 13 "" }
}

$sequence "swinggesturespine" "police_animations_anims\swinggesturespine.smd" {
	fps 30
	delta
	hidden
}

$sequence "swinggesturearms" "police_animations_anims\swinggesturearms.smd" {
	fps 30
	hidden
}

$sequence "swinggesture" "police_animations_anims\swinggesture.smd" {
	fps 35
	activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1
	blendlayer "swinggesturearms" 0 0.241379 0.655172 1.034483 spline
	blendlayer "swinggesturespine" 0 0.241379 0.655172 1.034483 spline
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	{ event 3001 13 "" }
}

$sequence "pistol_Aim_all" {
	"a_pistol_aim_straight_up"
	"a_pistol_aim_straight_up"
	"a_pistol_aim_straight_up"
	"a_pistol_aim_up_right"
	"a_pistol_aim_up_center"
	"a_pistol_aim_up_left"
	"a_pistol_aim_mid_right"
	"a_pistol_aim_mid_center"
	"a_pistol_aim_mid_left"
	"a_pistol_aim_down_right"
	"a_pistol_aim_down_center"
	"a_pistol_aim_down_left"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -43.47391 45.51665
	blend "aim_pitch" -82.85746 45.59517
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "WalkN_pistol_Aim_all" {
	"a_WalkN_pistol_aim_straight_up"
	"a_WalkN_pistol_aim_straight_up"
	"a_WalkN_pistol_aim_straight_up"
	"a_WalkN_pistol_aim_up_right"
	"a_WalkN_pistol_aim_up_center"
	"a_WalkN_pistol_aim_up_left"
	"a_WalkN_pistol_aim_mid_right"
	"a_WalkN_pistol_aim_mid_center"
	"a_WalkN_pistol_aim_mid_left"
	"a_WalkN_pistol_aim_down_right"
	"a_WalkN_pistol_aim_down_center"
	"a_WalkN_pistol_aim_down_left"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -45.59397 44.46127
	blend "aim_pitch" -78.71045 43.57745
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "RunAIMALL1_SG" {
	"combine_soldier_anims_anims\a_RunS.smd"
	"combine_soldier_anims_anims\a_RunSE.smd"
	"combine_soldier_anims_anims\a_RunE.smd"
	"combine_soldier_anims_anims\a_RunNE"
	"combine_soldier_anims_anims\a_RunN"
	"combine_soldier_anims_anims\a_RunNW"
	"combine_soldier_anims_anims\a_RunW"
	"combine_soldier_anims_anims\a_RunSW"
	"combine_soldier_anims_anims\a_RunS.smd"
	fps 27
	activity "ACT_RUN_AIM_SHOTGUN" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	blendlayer "layer_run_aiming_SG" 0 0 0 0 local
	{ event 6004 7 "NPC_CombineS" }
	{ event 6005 16 "NPC_CombineS" }
}

$sequence "CombatIdle1_SG" "combine_soldier_anims_anims\CombatIdle1_SG.smd" {
	fps 30
	activity "ACT_IDLE_ANGRY_SHOTGUN" 1
	loop
	addlayer "Aim_stand_delta_all_SG"
	{ event 4 0 "" }
}

$sequence "shootSGs" "combine_soldier_anims_anims\shootSGs.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SHOTGUN" 1
	addlayer "Aim_stand_delta_all_SG"
	{ event 4 0 "" }
}

$sequence "shootSGc" "combine_soldier_anims_anims\shootSGc.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
	{ event 4 0 "" }
}

$sequence "Aim_stand_delta_all_SG" {
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.835 51.75332
	blend "aim_pitch" -81.22229 48.42335
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
}

$sequence "Aim_all_SG" {
	"combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd"
	fps 30
	delta
	hidden
	blend "aim_yaw" -47.58563 51.79679
	blend "aim_pitch" -52.92101 47.83591
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
}

$sequence "layer_run_aiming_SG" "combine_soldier_anims_anims\layer_run_aiming_SG.smd" {
	fps 30
	loop
	worldspace
	hidden
	addlayer "Aim_all_SG"
}

$sequence "Walk_aiming_all_SG" {
	"combine_soldier_anims_anims\a_WalkS.smd"
	"combine_soldier_anims_anims\a_WalkSE.smd"
	"combine_soldier_anims_anims\a_WalkE.smd"
	"combine_soldier_anims_anims\a_WalkNE.smd"
	"combine_soldier_anims_anims\a_WalkN.smd"
	"combine_soldier_anims_anims\a_WalkNW.smd"
	"combine_soldier_anims_anims\a_WalkW.smd"
	"combine_soldier_anims_anims\a_WalkSW.smd"
	"combine_soldier_anims_anims\a_WalkS.smd"
	fps 28
	activity "ACT_WALK_AIM_SHOTGUN" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	blendlayer "layer_walk_aiming_SG" 0 0 0 0 local
}

$sequence "gesture_shoot_shotgun" "combine_soldier_anims_anims\a_shootShotgun.smd"  {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
	delta
}

$sequence "layer_walk_aiming_SG" "combine_soldier_anims_anims\layer_walk_aiming_SG.smd" {
	fps 30
	loop
	worldspace
	hidden
	addlayer "Aim_all_SG"
}

$sequence "SMG1_Aim_all" {
	"police_animations_anims\a_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_SMG1_aim_up_right.smd"
	"police_animations_anims\a_SMG1_aim_up_center.smd"
	"police_animations_anims\a_SMG1_aim_up_left.smd"
	"police_animations_anims\a_SMG1_aim_mid_right.smd"
	"police_animations_anims\a_SMG1_aim_mid_center.smd"
	"police_animations_anims\a_SMG1_aim_mid_left.smd"
	"police_animations_anims\a_SMG1_aim_down_right.smd"
	"police_animations_anims\a_SMG1_aim_down_center.smd"
	"police_animations_anims\a_SMG1_aim_down_left.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.98409 48.12097
	blend "aim_pitch" -85.30637 47.80165
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "WalkN_SMG1_Aim_all" {
	"police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_up_right.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_up_center.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_up_left.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_down_right.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_down_center.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_down_left.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -50.35772 52.71159
	blend "aim_pitch" -86.32401 56.20353
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "Crouch_all" {
	"police_animations_anims\a_Crouch_walkS.smd"
	"police_animations_anims\a_Crouch_walkSE.smd"
	"police_animations_anims\a_Crouch_walkE.smd"
	"police_animations_anims\a_Crouch_walkNE.smd"
	"police_animations_anims\a_Crouch_walkN.smd"
	"police_animations_anims\a_Crouch_walkNW.smd"
	"police_animations_anims\a_Crouch_walkW.smd"
	"police_animations_anims\a_Crouch_walkSW.smd"
	"police_animations_anims\a_Crouch_walkS.smd"
	fps 30
	activity "ACT_WALK_CROUCH" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
}

$sequence "walk_all" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_WalkN.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "layer_walk_hold_baton_angry" "police_animations_anims\layer_walk_hold_baton_angry.smd" {
	fps 30
	loop
	hidden
}

$sequence "walk_hold_baton_angry" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_walkN_hold_baton_angry.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_ANGRY" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_hold_baton_angry"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "Pistol_aim_walk_all_delta" {
	"police_animations_anims\a_walkS_pistol_aim_delta.smd"
	"police_animations_anims\a_walkSE_pistol_aim_delta.smd"
	"police_animations_anims\a_walkE_pistol_aim_delta.smd"
	"police_animations_anims\a_walkNE_pistol_aim_delta.smd"
	"police_animations_anims\a_walkN_pistol_aim_delta.smd"
	"police_animations_anims\a_walkNW_pistol_aim_delta.smd"
	"police_animations_anims\a_walkW_pistol_aim_delta.smd"
	"police_animations_anims\a_walkSW_pistol_aim_delta.smd"
	"police_animations_anims\a_walkS_pistol_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_walk_aiming_pistol" "police_animations_anims\layer_walk_aiming_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "walk_aiming_pistol_all" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_WalkN_aim_pistol.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_AIM_PISTOL" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_aiming_pistol"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "layer_walk_hold_pistol" "police_animations_anims\layer_walk_hold_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "walk_hold_pistol" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_walkN_hold_pistol.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_PISTOL" 1
	loop
	node "standing_pistol"
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_hold_pistol"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "SMG1_aim_walk_all_delta" {
	"police_animations_anims\a_walkS_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkSE_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkE_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkNE_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkN_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkNW_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkW_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkSW_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkS_SMG1_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_walk_aiming_SMG1" "police_animations_anims\layer_walk_aiming_SMG1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "walk_aiming_SMG1_all" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_WalkN_aim_SMG1.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_AIM_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_aiming_SMG1"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "layer_walk_hold_smg1" "police_animations_anims\layer_walk_hold_smg1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "walk_hold_smg1" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_walkN_hold_smg1.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_hold_smg1"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "run_all" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"police_animations_anims\a_RunNE.smd"
	"police_animations_anims\a_RunN.smd"
	"police_animations_anims\a_RunNW.smd"
	"police_animations_anims\a_RunW.smd"
	"police_animations_anims\a_RunSW.smd"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "Pistol_aim_run_all_delta" {
	"police_animations_anims\a_runS_pistol_aim_delta.smd"
	"police_animations_anims\a_runSE_pistol_aim_delta.smd"
	"police_animations_anims\a_runE_pistol_aim_delta.smd"
	"police_animations_anims\a_runNE_pistol_aim_delta.smd"
	"police_animations_anims\a_runN_pistol_aim_delta.smd"
	"police_animations_anims\a_runNW_pistol_aim_delta.smd"
	"police_animations_anims\a_runW_pistol_aim_delta.smd"
	"police_animations_anims\a_runSW_pistol_aim_delta.smd"
	"police_animations_anims\a_runS_pistol_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_run_hold_pistol" "police_animations_anims\layer_run_hold_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "run_hold_pistol" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"police_animations_anims\a_RunNE.smd"
	"police_animations_anims\a_runN_hold_pistol.smd"
	"police_animations_anims\a_RunNW.smd"
	"police_animations_anims\a_RunW.smd"
    "police_animations_anims\a_RunSW.smd"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_PISTOL" 1
	loop
	node "standing_pistol"
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_hold_pistol"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "layer_run_aiming_pistol" "police_animations_anims\layer_run_aiming_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "run_aiming_pistol_all" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"police_animations_anims\a_RunNE.smd"
	"police_animations_anims\a_runN_aim_pistol.smd"
	"police_animations_anims\a_RunNW.smd"
	"police_animations_anims\a_RunW.smd"
	"police_animations_anims\a_RunSW.smd"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_AIM_PISTOL" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_aiming_pistol"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "smg1_aim_run_all_delta" {
	"police_animations_anims\a_runS_smg1_aim_delta.smd"
	"police_animations_anims\a_runSE_smg1_aim_delta.smd"
	"police_animations_anims\a_runE_smg1_aim_delta.smd"
	"police_animations_anims\a_runNE_smg1_aim_delta.smd"
	"police_animations_anims\a_runN_smg1_aim_delta.smd"
	"police_animations_anims\a_runNW_smg1_aim_delta.smd"
	"police_animations_anims\a_runW_smg1_aim_delta.smd"
	"police_animations_anims\a_runSW_smg1_aim_delta.smd"
	"police_animations_anims\a_runS_smg1_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_run_hold_smg1" "police_animations_anims\layer_run_hold_smg1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "run_hold_smg1" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"a_RunNE"
	"a_runN_hold_smg1"
	"a_RunNW"
	"a_RunW"
	"a_RunSW"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_hold_smg1"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "layer_run_aiming_smg1" "police_animations_anims\layer_run_aiming_smg1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "run_aiming_smg1_all" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"a_RunNE"
	"a_runN_aim_smg1"
	"a_RunNW"
	"a_RunW"
	"a_RunSW"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_AIM_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_aiming_smg1"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "Stand_to_crouchpistol" "police_animations_anims\Stand_to_crouchpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "standing_pistol" "crouching_pistol"
}

$sequence "Crouch_to_standpistol" "police_animations_anims\Crouch_to_standpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_pistol" "standing_pistol"
}

$sequence "Shoot_to_crouchpistol" "police_animations_anims\Shoot_to_crouchpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "shooting_pistol" "crouching_pistol"
}

$sequence "Crouch_to_shootpistol" "police_animations_anims\Crouch_to_shootpistol.smd" {
	fps 40
	activity "ACT_TRANSITION" 1
	transition "crouching_pistol" "shooting_pistol"
	addlayer "pistolangryidle2"
}

$sequence "shoottostandpistol" "police_animations_anims\shoottostandpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "shooting_pistol" "standing_pistol"
	blendlayer "pistol_Aim_all" 0 0 0 0.625 spline
}

$sequence "standtoshootpistol" "police_animations_anims\standtoshootpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "standing_pistol" "shooting_pistol"
	blendlayer "pistol_Aim_all" 0 0.294118 1.058824 1.058824 spline
}

$sequence "crouch_to_lowcoverpistol" "police_animations_anims\crouch_to_lowcoverpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_pistol" "lowcover_pistol"
	blendlayer "pistol_Aim_all" 0.181818 0.636364 1.045455 1.045455 spline
}

$sequence "lowcover_to_crouchpistol" "police_animations_anims\lowcover_to_crouchpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "lowcover_pistol" "crouching_pistol"
	blendlayer "pistol_Aim_all" 0 0 0 0.625 spline
}

$sequence "Stand_to_crouchsmg1" "police_animations_anims\Stand_to_crouchsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "standing_smg" "crouching_smg"
	blendlayer "SMG1_Aim_all" 0 0 0 0.75 spline
}

$sequence "Crouch_to_standsmg1" "police_animations_anims\Crouch_to_standsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_smg" "standing_smg"
	blendlayer "SMG1_Aim_all" 0.181818 0.681818 1 1 spline
}

$sequence "Shoot_to_crouchsmg1" "police_animations_anims\Shoot_to_crouchsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "shooting_smg" "crouching_smg"
	blendlayer "SMG1_Aim_all" 0 0 0 0.75 spline
}

$sequence "Crouch_to_shootsmg1" "police_animations_anims\Crouch_to_shootsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_smg" "shooting_smg"
	blendlayer "SMG1_Aim_all" 0.181818 0.681818 1 1 spline
}

$sequence "crouch_to_lowcoversmg1" "police_animations_anims\crouch_to_lowcoversmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_smg" "lowcover_smg"
	blendlayer "SMG1_Aim_all" 0 0.555556 1 1 spline
}

$sequence "lowcover_to_crouchsmg1" "police_animations_anims\lowcover_to_crouchsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "lowcover_smg" "crouching_smg"
	blendlayer "SMG1_Aim_all" 0 0 0 0.555556 spline
}

$sequence "turnleft" "police_animations_anims	urnleft.smd" {
	fps 20
	activity "ACT_GESTURE_TURN_LEFT" 1
}

$sequence "turnright" "police_animations_anims	urnright.smd" {
	fps 20
	activity "ACT_GESTURE_TURN_RIGHT" 1
}

$sequence "gesture_turn_left_45default" "police_animations_anims\gesture_turn_left_45default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_45inDelta" "police_animations_anims\gesture_turn_left_45inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_45outDelta" "police_animations_anims\gesture_turn_left_45outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_45" "police_animations_anims\gesture_turn_left_45.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_LEFT45" 1
	addlayer "gesture_turn_left_45default"
	blendlayer "gesture_turn_left_45default" 0.408163 0.408163 0.408163 1.020408 spline
	addlayer "gesture_turn_left_45inDelta"
	blendlayer "gesture_turn_left_45outDelta" 0.408163 0.408163 0.408163 1.020408 spline
}

$sequence "gesture_turn_left_90default" "police_animations_anims\gesture_turn_left_90default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_90inDelta" "police_animations_anims\gesture_turn_left_90inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_90outDelta" "police_animations_anims\gesture_turn_left_90outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_90" "police_animations_anims\gesture_turn_left_90.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_LEFT90" 1
	addlayer "gesture_turn_left_90default"
	blendlayer "gesture_turn_left_90default" 0.357143 0.357143 0.357143 1.017857 spline
	addlayer "gesture_turn_left_90inDelta"
	blendlayer "gesture_turn_left_90outDelta" 0.357143 0.357143 0.357143 1.017857 spline
}

$sequence "gesture_turn_right_45default" "police_animations_anims\gesture_turn_right_45default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_45inDelta" "police_animations_anims\gesture_turn_right_45inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_45outDelta" "police_animations_anims\gesture_turn_right_45outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_45" "police_animations_anims\gesture_turn_right_45.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_RIGHT45" 1
	addlayer "gesture_turn_right_45default"
	blendlayer "gesture_turn_right_45default" 0.408163 0.408163 0.408163 1.020408 spline
	addlayer "gesture_turn_right_45inDelta"
	blendlayer "gesture_turn_right_45outDelta" 0.408163 0.408163 0.408163 1.020408 spline
}

$sequence "gesture_turn_right_90default" "police_animations_anims\gesture_turn_right_90default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_90inDelta" "police_animations_anims\gesture_turn_right_90inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_90outDelta" "police_animations_anims\gesture_turn_right_90outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_90" "police_animations_anims\gesture_turn_right_90.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_RIGHT90" 1
	addlayer "gesture_turn_right_90default"
	blendlayer "gesture_turn_right_90default" 0.408163 0.408163 0.408163 1.020408 spline
	addlayer "gesture_turn_right_90inDelta"
	blendlayer "gesture_turn_right_90outDelta" 0.408163 0.408163 0.408163 1.020408 spline
}

$sequence "jump_holding_jump" "police_animations_anims\jump_holding_jump.smd" {
	fps 30
	activity "ACT_JUMP" 1
}

$sequence "jump_holding_glide" "police_animations_anims\jump_holding_glide.smd" {
	fps 5
	activity "ACT_GLIDE" 1
}

$sequence "jump_holding_land" "police_animations_anims\jump_holding_land.smd" {
	fps 45
	activity "ACT_LAND" 1
	fadein 0.15
}

$sequence "Neutral_to_Choked_Barnacle" "police_animations_anims\Neutral_to_Choked_Barnacle.smd" {
	fps 30
}

$sequence "Choked_Barnacle" "police_animations_anims\Choked_Barnacle.smd" {
	fps 30
	loop
}

$sequence "Crushed_Barnacle" "police_animations_anims\Crushed_Barnacle.smd" {
	fps 30
}

$sequence "Dropship_Deploy" "police_animations_anims\Dropship_Deploy.smd" {
	fps 30
}

$sequence "Man_Gun_Aim_all" {
	"Man_Gun_up_right"
	"Man_Gun_up_center"
	"Man_Gun_up_left"
	"Man_Gun_mid_right"
	"Man_Gun_mid_center"
	"Man_Gun_mid_left"
	"Man_Gun_down_right"
	"Man_Gun_down_center"
	"Man_Gun_down_left"
	fps 30
	delta
	hidden
	blend "aim_yaw" -60 60
	blend "aim_pitch" -35 50
	iklock "lfoot" 1 0
}

$sequence "Man_Gun" "police_animations_anims\Man_Gun.smd" {
	fps 30
	activity "ACT_IDLE_MANNEDGUN" 1
	loop
	addlayer "Man_Gun_Aim_all"
}

$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1

$bonesaveframe "ValveBiped.Bip01_Pelvis" position rotation
$bonesaveframe "ValveBiped.Bip01_Spine" rotation
$bonesaveframe "ValveBiped.Bip01_Spine1" rotation
$bonesaveframe "ValveBiped.Bip01_Spine2" rotation
$bonesaveframe "ValveBiped.Bip01_Spine4" rotation
$bonesaveframe "ValveBiped.Bip01_Neck1" rotation
$bonesaveframe "ValveBiped.Bip01_Head1" rotation
$bonesaveframe "ValveBiped.Bip01_R_Clavicle" rotation
$bonesaveframe "ValveBiped.Bip01_R_UpperArm" rotation
$bonesaveframe "ValveBiped.Bip01_R_Forearm" rotation
$bonesaveframe "ValveBiped.Bip01_R_Hand" rotation
$bonesaveframe "ValveBiped.Bip01_L_Clavicle" rotation
$bonesaveframe "ValveBiped.Bip01_L_UpperArm" rotation
$bonesaveframe "ValveBiped.Bip01_L_Forearm" rotation
$bonesaveframe "ValveBiped.Bip01_L_Hand" rotation
$bonesaveframe "ValveBiped.Bip01_R_Thigh" rotation
$bonesaveframe "ValveBiped.Bip01_R_Calf" rotation
$bonesaveframe "ValveBiped.Bip01_R_Foot" rotation
$bonesaveframe "ValveBiped.Bip01_L_Thigh" rotation
$bonesaveframe "ValveBiped.Bip01_L_Calf" rotation
$bonesaveframe "ValveBiped.Bip01_L_Foot" rotation

$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Anim_Attachment_RH"


Remove the // from every $definebone section. Might as well remove it from the $hbox ones as well.

Unfortunately it still t-poses.

I’ll keep working on it.


$includemodel "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models\Blue22111_animations.mdl"

This should start from the game’s models directory already.

Well it still does not work but I edited the QC file so I thought I should update you guys.

This is the new QC for the model (the model still t-poses though).


 $modelname "DPFilms\Metropolice\arctic_police_Blue22111.mdl"

$bodygroup "police"
{
	studio "arctic_police_reference.smd"
}


$mostlyopaque

$cdmaterials "models\DPFilms\Metropolice\Arctic\"

$attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 0 rotate 0 -80.1 -90
$attachment "Center" "ValveBiped.Bip01_Spine1" -6.2 2.09 0 rotate 0 96.62 90
$attachment "Chest" "ValveBiped.Bip01_Spine4" -2.7 3.88 0 rotate 0 79.75 90
$attachment "LHand" "ValveBiped.Bip01_L_Hand" 3 0 0 rotate 0 0 0
$attachment "RHand" "ValveBiped.Bip01_R_Hand" 3 0 0 rotate 0 0 0
$attachment "zipline" "ValveBiped.Bip01_Spine4" 2 -2 0 rotate 0 -17 0
$attachment "manhack" "ValveBiped.Bip01_Spine" 18 -6 3 rotate -25 50 0
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 72

 $hboxset "default"
 $hboxset "default"
 $hbox 1 "ValveBiped.Bip01_Head1" -3.5 -7.71 -3.85 7.5 5.71 3.96
 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -3.37 -3.7 12.51 3.4 2.41
 $hbox 4 "ValveBiped.Bip01_L_Forearm" -0.9 -3.49 -3.17 9.49 3.1 2.41
 $hbox 4 "ValveBiped.Bip01_L_Hand" -1.11 -1.89 -2.38 5.72 1.46 2.34
 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3.37 -2.37 12.39 3.41 3.8
 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.99 -3.5 -2.37 9.33 3.1 3.27
 $hbox 5 "ValveBiped.Bip01_R_Hand" -1.19 -1.86 -2.33 5.31 1.94 2.61
 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -6 -3.55 17.85 4 4.45
 $hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -6 -4.55 17.85 4 3.4
 $hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -6 -6 7.5 6 6
 $hbox 2 "ValveBiped.Bip01_Spine2" -6.5 -2.5 -7 10.5 7.5 7

$definebone "ValveBiped.Bip01_Pelvis" "" -0.000005 -0.533615 38.566917 1.570796 0 0 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.000005 3.345127 -2.981901 1.570796 0.086293 1.570796 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.018318 0 0 0 0 -0.029242 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.518543 0 0 0 0 0.100336 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 8.942642 0 0 0 0 0.194096 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.307259 0 0 3.14159 0 0.400478 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.593719 0.000011 0 0 -0.000001 0.406587 0 0 0 0 0 0
$definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 2.000065 -2.999998 0 -1.570796 0 -1.32645 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.033356 1.000776 -1.93761 -1.668475 1.286518 2.942954 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.028142 0.000008 0 1.639479 -0.008065 -0.586846 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 11.692535 0.000002 0.000008 0 0 -0.060372 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.481684 0 -0.000004 -1.564937 0.106606 0.044193 0 0 0 0 0 0
$definebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand" 2.676085 -1.712444 0 -1.570796 0 -1.570796 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.859673 -0.132568 1.193108 0.47914 -0.158545 -0.879041 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.312565 0.000002 -0.000003 0 -0.011932 -0.439672 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.729362 -0.000008 0.000001 0 -0.006134 -0.244271 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.942287 0.050323 0.431043 0.154999 -0.079305 -0.810205 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.539093 -0.000002 0.000001 0 -0.005854 -0.247771 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 1.196335 -0.00001 0 0 -0.009663 -0.430761 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.883657 -0.050327 -0.431043 -0.085905 -0.026404 -0.587695 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.719585 0 -0.000002 0 -0.007974 -0.366436 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.209179 -0.000002 0 0 -0.004461 -0.216376 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.859831 -0.148937 -1.331281 -0.354419 0.038567 -0.532001 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.71944 -0.000008 -0.000002 0 -0.006613 -0.36297 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.099644 -0.000004 -0.000001 0 -0.004211 -0.244313 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.806017 -0.359844 -1.318333 1.2042 0.673618 -0.793956 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.789785 0.000002 0.000004 0 -0.006301 0.228555 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.206997 0 0.000004 0 -0.009618 0.362905 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.033348 1.000769 1.93766 1.596638 -1.286515 2.942961 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.028134 0.000004 0 -1.579613 0.047802 -0.585173 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 11.692581 0 0.000004 0 0 -0.060372 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.481674 0 -0.000027 1.573183 -0.106613 0.044193 0 0 0 0 0 0
$definebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand" 2.676088 -1.71244 0 1.570797 0 1.570796 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.859697 -0.142406 -1.191976 -0.479144 0.15219 -0.879874 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.312553 -0.000004 0.000002 0 0.009665 -0.43972 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.729355 -0.000005 0 0 0.004971 -0.244299 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.942322 0.046761 -0.431442 -0.155014 0.073328 -0.810648 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.539078 0.000002 0 0 0.00446 -0.247797 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 1.196323 0.000004 0 0 0.007361 -0.430802 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.883699 -0.04678 0.431443 0.085902 0.02183 -0.587867 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.719568 0.000011 0 0 0.005516 -0.366478 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.209175 0.000002 0.000001 0 0.003084 -0.2164 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.859863 -0.137959 1.332468 0.354449 -0.04275 -0.531718 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.719429 -0.000004 0.000005 0 0.004074 -0.363009 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.099655 0 0.000002 0 0.002596 -0.244331 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.806047 -0.348923 1.321259 -1.206853 -0.679489 -0.789308 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.789783 0.000004 0.000006 0 0.007386 0.228523 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.207003 0.000002 0.000002 0 0.011266 0.36286 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.890452 0.000004 0.000007 -1.570796 0.051845 -1.576021 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.84816 0 -0.000002 0 0 0.034187 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.52524 -0.000001 0.000001 0.038611 0.040779 -1.071632 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.879452 -0.000001 -0.000001 -0.081333 -0.002951 -0.584373 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.890452 -0.000004 -0.000003 -1.570796 0.051839 -1.565574 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.84815 0 0 0 0 0.0342 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.52523 0.000001 0.000002 -0.027915 -0.040782 -1.071638 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.879444 -0.000003 0 -0.007299 -0.002951 -0.584373 0 0 0 0 0 0




$sequence "ragdoll" "arctic_police_anims\ragdoll.smd" {
	fps 30
	activity "ACT_DIERAGDOLL" 1
}

$includemodel "models\Blue22111_animations.mdl"

$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$collisionjoints "arctic_police_physics.smd"
{
	$mass 100
	$inertia 10
	$damping 0.05
	$rotdamping 5
	$rootbone "valvebiped.bip01_pelvis"

	$jointrotdamping "ValveBiped.Bip01_Pelvis" 3

	$jointmassbias "ValveBiped.Bip01_L_Thigh" 7
	$jointrotdamping "ValveBiped.Bip01_L_Thigh" 7
	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0

	$jointmassbias "ValveBiped.Bip01_L_Calf" 4
	$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0

	$jointmassbias "ValveBiped.Bip01_R_Thigh" 7
	$jointrotdamping "ValveBiped.Bip01_R_Thigh" 7
	$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0

	$jointmassbias "ValveBiped.Bip01_R_Calf" 4
	$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0

	$jointrotdamping "ValveBiped.Bip01_R_Foot" 2
	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 30 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -30 20 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 50 0

	$jointmassbias "ValveBiped.Bip01_Spine1" 8
	$jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0
	$jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0

	$jointmassbias "ValveBiped.Bip01_Spine2" 9
	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0

	$jointmassbias "ValveBiped.Bip01_L_Clavicle" 4
	$jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0

	$jointmassbias "ValveBiped.Bip01_L_UpperArm" 5
	$jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0

	$jointmassbias "ValveBiped.Bip01_R_Clavicle" 4
	$jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0

	$jointmassbias "ValveBiped.Bip01_R_UpperArm" 5
	$jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0

	$jointmassbias "ValveBiped.Bip01_R_Forearm" 4
	$jointrotdamping "ValveBiped.Bip01_R_Forearm" 4
	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0

	$jointrotdamping "ValveBiped.Bip01_R_Hand" 1
	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0

	$jointmassbias "ValveBiped.Bip01_L_Forearm" 4
	$jointrotdamping "ValveBiped.Bip01_L_Forearm" 4
	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0

	$jointrotdamping "ValveBiped.Bip01_L_Hand" 1
	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0

	$jointmassbias "ValveBiped.Bip01_Head1" 4
	$jointrotdamping "ValveBiped.Bip01_Head1" 3
	$jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0
	$jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0

	$jointrotdamping "ValveBiped.Bip01_L_Foot" 2
	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 30 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -30 20 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 50 0
}


and this is the log for compiling that QC file.

[editline]20th May 2015[/editline]




"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe" -nop4  -r  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\dpfilms\metropolice\Artic police\arctic_police.qc"
Process started >>>
WARNING: Failed to load keyvalues file cfg/mount.cfg!
qdir:    "c:\users\blue22111\desktop\source games\gmod mods\metrocop allies pack\models\dpfilms\metropolice\artic police\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\"
g_path:  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\dpfilms\metropolice\Artic police\arctic_police.qc"
Building binary model files...
Working on "arctic_police.qc"
SMD MODEL arctic_police_reference.smd
SMD MODEL arctic_police_anims\ragdoll.smd
SMD MODEL arctic_police_physics.smd
Processing jointed collision model
ValveBiped.Bip01_Pelvis  ( 17 verts, 1 convex elements) volume: 862.61
ValveBiped.Bip01_Spine1  ( 17 verts, 1 convex elements) volume: 862.41
ValveBiped.Bip01_Spine2  ( 32 verts, 1 convex elements) volume: 901.90
ValveBiped.Bip01_Head1   ( 38 verts, 1 convex elements) volume: 281.71
ValveBiped.Bip01_R_Clavicle (  8 verts, 1 convex elements) volume: 61.89
ValveBiped.Bip01_R_UpperArm ( 12 verts, 1 convex elements) volume: 154.80
ValveBiped.Bip01_R_Forearm ( 13 verts, 1 convex elements) volume: 89.87
ValveBiped.Bip01_R_Hand  (  9 verts, 1 convex elements) volume: 30.85
ValveBiped.Bip01_L_Clavicle (  8 verts, 1 convex elements) volume: 61.89
ValveBiped.Bip01_L_UpperArm ( 12 verts, 1 convex elements) volume: 161.43
ValveBiped.Bip01_L_Forearm ( 12 verts, 1 convex elements) volume: 84.82
ValveBiped.Bip01_L_Hand  (  9 verts, 1 convex elements) volume: 23.56
ValveBiped.Bip01_R_Thigh ( 16 verts, 1 convex elements) volume: 281.11
ValveBiped.Bip01_R_Calf  ( 16 verts, 1 convex elements) volume: 214.55
ValveBiped.Bip01_R_Foot  ( 10 verts, 1 convex elements) volume: 105.77
ValveBiped.Bip01_L_Thigh ( 16 verts, 1 convex elements) volume: 324.02
ValveBiped.Bip01_L_Calf  ( 16 verts, 1 convex elements) volume: 239.03
ValveBiped.Bip01_L_Foot  ( 11 verts, 1 convex elements) volume: 80.61
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111.mdl:
bones        15008 bytes (56)
animations    1404 bytes (1 anims) (1 frames) [0:00]
sequences      440 bytes (1 seq) 
ik/pose        564 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       400 bytes
keyvalues        0 bytes
bone transforms     7680 bytes
Collision model volume 26071.93 in^3
collision        0 bytes
total        28104
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111.vvd:
vertices    349872 bytes (7289 vertices)
tangents    116624 bytes (7289 vertices)
total       466560 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            54 bytes
strip groups:     150 bytes
strips:           162 bytes
verts:          65601 bytes
indices:        58806 bytes
bone changes:       8 bytes
everything:    124845 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            54 bytes
strip groups:     150 bytes
strips:           243 bytes
verts:          66087 bytes
indices:        58806 bytes
bone changes:     568 bytes
everything:    125972 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            54 bytes
strip groups:     150 bytes
strips:           162 bytes
verts:          65601 bytes
indices:        58806 bytes
bone changes:     512 bytes
everything:    125349 bytes

Completed "arctic_police.qc"
<<< Process finished. (Exit code 0)
================ READY ================


[editline]20th May 2015[/editline]

This is an alternative QC file I have tried. It does not work either.


 $modelname "DPFilms\Metropolice\arctic_police_Blue22111_2.mdl"

$bodygroup "police"
{
	studio "arctic_police_reference.smd"
}


$mostlyopaque

$cdmaterials "models\DPFilms\Metropolice\Arctic\"

$attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 0 rotate 0 -80.1 -90
$attachment "Center" "ValveBiped.Bip01_Spine1" -6.2 2.09 0 rotate 0 96.62 90
$attachment "Chest" "ValveBiped.Bip01_Spine4" -2.7 3.88 0 rotate 0 79.75 90
$attachment "LHand" "ValveBiped.Bip01_L_Hand" 3 0 0 rotate 0 0 0
$attachment "RHand" "ValveBiped.Bip01_R_Hand" 3 0 0 rotate 0 0 0
$attachment "zipline" "ValveBiped.Bip01_Spine4" 2 -2 0 rotate 0 -17 0
$attachment "manhack" "ValveBiped.Bip01_Spine" 18 -6 3 rotate -25 50 0
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0

$surfaceprop "flesh"

$contents "solid"

$eyeposition 0 0 72

 $hboxset "default"
 $hboxset "default"
 $hbox 1 "ValveBiped.Bip01_Head1" -3.5 -7.71 -3.85 7.5 5.71 3.96
 $hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -3.37 -3.7 12.51 3.4 2.41
 $hbox 4 "ValveBiped.Bip01_L_Forearm" -0.9 -3.49 -3.17 9.49 3.1 2.41
 $hbox 4 "ValveBiped.Bip01_L_Hand" -1.11 -1.89 -2.38 5.72 1.46 2.34
 $hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3.37 -2.37 12.39 3.41 3.8
 $hbox 5 "ValveBiped.Bip01_R_Forearm" -0.99 -3.5 -2.37 9.33 3.1 3.27
 $hbox 5 "ValveBiped.Bip01_R_Hand" -1.19 -1.86 -2.33 5.31 1.94 2.61
 $hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -6 -3.55 17.85 4 4.45
 $hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
 $hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
 $hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
 $hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -6 -4.55 17.85 4 3.4
 $hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
 $hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
 $hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
 $hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -6 -6 7.5 6 6
 $hbox 2 "ValveBiped.Bip01_Spine2" -6.5 -2.5 -7 10.5 7.5 7

$definebone "ValveBiped.Bip01_Pelvis" "" -0.000005 -0.533615 38.566917 1.570796 0 0 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine" "ValveBiped.Bip01_Pelvis" 0.000005 3.345127 -2.981901 1.570796 0.086293 1.570796 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine1" "ValveBiped.Bip01_Spine" 4.018318 0 0 0 0 -0.029242 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine2" "ValveBiped.Bip01_Spine1" 3.518543 0 0 0 0 0.100336 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Spine4" "ValveBiped.Bip01_Spine2" 8.942642 0 0 0 0 0.194096 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Neck1" "ValveBiped.Bip01_Spine4" 3.307259 0 0 3.14159 0 0.400478 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_Head1" "ValveBiped.Bip01_Neck1" 3.593719 0.000011 0 0 -0.000001 0.406587 0 0 0 0 0 0
$definebone "ValveBiped.forward" "ValveBiped.Bip01_Head1" 2.000065 -2.999998 0 -1.570796 0 -1.32645 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Clavicle" "ValveBiped.Bip01_Spine4" 2.033356 1.000776 -1.93761 -1.668475 1.286518 2.942954 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_UpperArm" "ValveBiped.Bip01_R_Clavicle" 6.028142 0.000008 0 1.639479 -0.008065 -0.586846 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Forearm" "ValveBiped.Bip01_R_UpperArm" 11.692535 0.000002 0.000008 0 0 -0.060372 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Hand" "ValveBiped.Bip01_R_Forearm" 11.481684 0 -0.000004 -1.564937 0.106606 0.044193 0 0 0 0 0 0
$definebone "ValveBiped.Anim_Attachment_RH" "ValveBiped.Bip01_R_Hand" 2.676085 -1.712444 0 -1.570796 0 -1.570796 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger4" "ValveBiped.Bip01_R_Hand" 3.859673 -0.132568 1.193108 0.47914 -0.158545 -0.879041 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger41" "ValveBiped.Bip01_R_Finger4" 1.312565 0.000002 -0.000003 0 -0.011932 -0.439672 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger42" "ValveBiped.Bip01_R_Finger41" 0.729362 -0.000008 0.000001 0 -0.006134 -0.244271 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger3" "ValveBiped.Bip01_R_Hand" 3.942287 0.050323 0.431043 0.154999 -0.079305 -0.810205 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger31" "ValveBiped.Bip01_R_Finger3" 1.539093 -0.000002 0.000001 0 -0.005854 -0.247771 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger32" "ValveBiped.Bip01_R_Finger31" 1.196335 -0.00001 0 0 -0.009663 -0.430761 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger2" "ValveBiped.Bip01_R_Hand" 3.883657 -0.050327 -0.431043 -0.085905 -0.026404 -0.587695 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger21" "ValveBiped.Bip01_R_Finger2" 1.719585 0 -0.000002 0 -0.007974 -0.366436 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger22" "ValveBiped.Bip01_R_Finger21" 1.209179 -0.000002 0 0 -0.004461 -0.216376 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger1" "ValveBiped.Bip01_R_Hand" 3.859831 -0.148937 -1.331281 -0.354419 0.038567 -0.532001 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger11" "ValveBiped.Bip01_R_Finger1" 1.71944 -0.000008 -0.000002 0 -0.006613 -0.36297 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger12" "ValveBiped.Bip01_R_Finger11" 1.099644 -0.000004 -0.000001 0 -0.004211 -0.244313 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger0" "ValveBiped.Bip01_R_Hand" 0.806017 -0.359844 -1.318333 1.2042 0.673618 -0.793956 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger01" "ValveBiped.Bip01_R_Finger0" 1.789785 0.000002 0.000004 0 -0.006301 0.228555 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Finger02" "ValveBiped.Bip01_R_Finger01" 1.206997 0 0.000004 0 -0.009618 0.362905 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Clavicle" "ValveBiped.Bip01_Spine4" 2.033348 1.000769 1.93766 1.596638 -1.286515 2.942961 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_UpperArm" "ValveBiped.Bip01_L_Clavicle" 6.028134 0.000004 0 -1.579613 0.047802 -0.585173 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Forearm" "ValveBiped.Bip01_L_UpperArm" 11.692581 0 0.000004 0 0 -0.060372 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Hand" "ValveBiped.Bip01_L_Forearm" 11.481674 0 -0.000027 1.573183 -0.106613 0.044193 0 0 0 0 0 0
$definebone "ValveBiped.Anim_Attachment_LH" "ValveBiped.Bip01_L_Hand" 2.676088 -1.71244 0 1.570797 0 1.570796 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger4" "ValveBiped.Bip01_L_Hand" 3.859697 -0.142406 -1.191976 -0.479144 0.15219 -0.879874 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger41" "ValveBiped.Bip01_L_Finger4" 1.312553 -0.000004 0.000002 0 0.009665 -0.43972 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger42" "ValveBiped.Bip01_L_Finger41" 0.729355 -0.000005 0 0 0.004971 -0.244299 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger3" "ValveBiped.Bip01_L_Hand" 3.942322 0.046761 -0.431442 -0.155014 0.073328 -0.810648 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger31" "ValveBiped.Bip01_L_Finger3" 1.539078 0.000002 0 0 0.00446 -0.247797 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger32" "ValveBiped.Bip01_L_Finger31" 1.196323 0.000004 0 0 0.007361 -0.430802 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger2" "ValveBiped.Bip01_L_Hand" 3.883699 -0.04678 0.431443 0.085902 0.02183 -0.587867 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger21" "ValveBiped.Bip01_L_Finger2" 1.719568 0.000011 0 0 0.005516 -0.366478 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger22" "ValveBiped.Bip01_L_Finger21" 1.209175 0.000002 0.000001 0 0.003084 -0.2164 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger1" "ValveBiped.Bip01_L_Hand" 3.859863 -0.137959 1.332468 0.354449 -0.04275 -0.531718 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger11" "ValveBiped.Bip01_L_Finger1" 1.719429 -0.000004 0.000005 0 0.004074 -0.363009 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger12" "ValveBiped.Bip01_L_Finger11" 1.099655 0 0.000002 0 0.002596 -0.244331 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger0" "ValveBiped.Bip01_L_Hand" 0.806047 -0.348923 1.321259 -1.206853 -0.679489 -0.789308 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger01" "ValveBiped.Bip01_L_Finger0" 1.789783 0.000004 0.000006 0 0.007386 0.228523 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Finger02" "ValveBiped.Bip01_L_Finger01" 1.207003 0.000002 0.000002 0 0.011266 0.36286 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Thigh" "ValveBiped.Bip01_Pelvis" -3.890452 0.000004 0.000007 -1.570796 0.051845 -1.576021 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Calf" "ValveBiped.Bip01_R_Thigh" 17.84816 0 -0.000002 0 0 0.034187 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Foot" "ValveBiped.Bip01_R_Calf" 16.52524 -0.000001 0.000001 0.038611 0.040779 -1.071632 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_R_Toe0" "ValveBiped.Bip01_R_Foot" 6.879452 -0.000001 -0.000001 -0.081333 -0.002951 -0.584373 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Thigh" "ValveBiped.Bip01_Pelvis" 3.890452 -0.000004 -0.000003 -1.570796 0.051839 -1.565574 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Calf" "ValveBiped.Bip01_L_Thigh" 17.84815 0 0 0 0 0.0342 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Foot" "ValveBiped.Bip01_L_Calf" 16.52523 0.000001 0.000002 -0.027915 -0.040782 -1.071638 0 0 0 0 0 0
$definebone "ValveBiped.Bip01_L_Toe0" "ValveBiped.Bip01_L_Foot" 6.879444 -0.000003 0 -0.007299 -0.002951 -0.584373 0 0 0 0 0 0
$definebone "ValveBiped.baton_parent" "ValveBiped.Bip01_R_Hand" 2.338454 -1.535743 -6.391511 1.520245 -0.09438 -2.001951 0 0 0 0 0 0




$sequence "ragdoll" "arctic_police_anims\ragdoll.smd" {
	fps 30
	activity "ACT_DIERAGDOLL" 1
}

$includemodel "models\Blue22111_animations.mdl"

$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0

$collisionjoints "arctic_police_physics.smd"
{
	$mass 100
	$inertia 10
	$damping 0.05
	$rotdamping 5
	$rootbone "valvebiped.bip01_pelvis"

	$jointrotdamping "ValveBiped.Bip01_Pelvis" 3

	$jointmassbias "ValveBiped.Bip01_L_Thigh" 7
	$jointrotdamping "ValveBiped.Bip01_L_Thigh" 7
	$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -10 15 0
	$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -55 25 0

	$jointmassbias "ValveBiped.Bip01_L_Calf" 4
	$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -10 25 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -10 115 0

	$jointmassbias "ValveBiped.Bip01_R_Thigh" 7
	$jointrotdamping "ValveBiped.Bip01_R_Thigh" 7
	$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -10 15 0
	$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -55 25 0

	$jointmassbias "ValveBiped.Bip01_R_Calf" 4
	$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -10 25 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -5 5 0
	$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -10 115 0

	$jointrotdamping "ValveBiped.Bip01_R_Foot" 2
	$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -20 30 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -30 20 0
	$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -30 50 0

	$jointmassbias "ValveBiped.Bip01_Spine1" 8
	$jointconstrain "ValveBiped.Bip01_Spine1" x limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine1" y limit -16 16 0
	$jointconstrain "ValveBiped.Bip01_Spine1" z limit -20 30 0

	$jointmassbias "ValveBiped.Bip01_Spine2" 9
	$jointconstrain "ValveBiped.Bip01_Spine2" x limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine2" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_Spine2" z limit -20 20 0

	$jointmassbias "ValveBiped.Bip01_L_Clavicle" 4
	$jointrotdamping "ValveBiped.Bip01_L_Clavicle" 6
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 45 0

	$jointmassbias "ValveBiped.Bip01_L_UpperArm" 5
	$jointrotdamping "ValveBiped.Bip01_L_UpperArm" 2
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -15 20 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -40 32 0
	$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -80 25 0

	$jointmassbias "ValveBiped.Bip01_R_Clavicle" 4
	$jointrotdamping "ValveBiped.Bip01_R_Clavicle" 6
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit -15 15 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -10 10 0
	$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 45 0

	$jointmassbias "ValveBiped.Bip01_R_UpperArm" 5
	$jointrotdamping "ValveBiped.Bip01_R_UpperArm" 2
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -15 20 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -40 32 0
	$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -80 25 0

	$jointmassbias "ValveBiped.Bip01_R_Forearm" 4
	$jointrotdamping "ValveBiped.Bip01_R_Forearm" 4
	$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -40 15 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 10 0

	$jointrotdamping "ValveBiped.Bip01_R_Hand" 1
	$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -35 35 0
	$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -50 50 0

	$jointmassbias "ValveBiped.Bip01_L_Forearm" 4
	$jointrotdamping "ValveBiped.Bip01_L_Forearm" 4
	$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -40 15 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
	$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 10 0

	$jointrotdamping "ValveBiped.Bip01_L_Hand" 1
	$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -25 25 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -35 35 0
	$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -50 50 0

	$jointmassbias "ValveBiped.Bip01_Head1" 4
	$jointrotdamping "ValveBiped.Bip01_Head1" 3
	$jointconstrain "ValveBiped.Bip01_Head1" x limit -50 50 0
	$jointconstrain "ValveBiped.Bip01_Head1" y limit -20 20 0
	$jointconstrain "ValveBiped.Bip01_Head1" z limit -26 30 0

	$jointrotdamping "ValveBiped.Bip01_L_Foot" 2
	$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -20 30 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -30 20 0
	$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -30 50 0
}

 $weightlist "weights_body_rot_z" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_spine_rot_z" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_neck_trans_x" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_head_rot_z" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_head_rot_y" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_head_rot_x" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_pistolspine" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_pistolarms" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_gesture_reload_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_smg1spine" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_reload_smg1arms" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_gesture_reload_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_swinggesturespine" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_swinggesturearms" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_swinggesture" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_pistol_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_WalkN_pistol_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_SMG1_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_WalkN_SMG1_Aim_all" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_walk_hold_baton_angry" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_Pistol_aim_walk_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_walk_aiming_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_walk_hold_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_SMG1_aim_walk_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_walk_aiming_SMG1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_walk_hold_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_Pistol_aim_run_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_run_hold_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_run_aiming_pistol" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_smg1_aim_run_all_delta" {
 	 "ValveBiped.Bip01_Pelvis" 1
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_layer_run_hold_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_layer_run_aiming_smg1" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 1
 	 "ValveBiped.Bip01_Spine1" 1
 	 "ValveBiped.Bip01_Spine2" 1
 	 "ValveBiped.Bip01_Spine4" 1
 	 "ValveBiped.Bip01_Neck1" 1
 	 "ValveBiped.Bip01_Head1" 1
 	 "ValveBiped.forward" 1
 	 "ValveBiped.Bip01_R_Clavicle" 1
 	 "ValveBiped.Bip01_R_UpperArm" 1
 	 "ValveBiped.Bip01_R_Forearm" 1
 	 "ValveBiped.Bip01_R_Hand" 1
 	 "ValveBiped.Anim_Attachment_RH" 1
 	 "ValveBiped.Bip01_L_Clavicle" 1
 	 "ValveBiped.Bip01_L_UpperArm" 1
 	 "ValveBiped.Bip01_L_Forearm" 1
 	 "ValveBiped.Bip01_L_Hand" 1
 	 "ValveBiped.Anim_Attachment_LH" 1
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 1
 	 "ValveBiped.Bip01_L_Finger41" 1
 	 "ValveBiped.Bip01_L_Finger42" 1
 	 "ValveBiped.Bip01_L_Finger3" 1
 	 "ValveBiped.Bip01_L_Finger31" 1
 	 "ValveBiped.Bip01_L_Finger32" 1
 	 "ValveBiped.Bip01_L_Finger2" 1
 	 "ValveBiped.Bip01_L_Finger21" 1
 	 "ValveBiped.Bip01_L_Finger22" 1
 	 "ValveBiped.Bip01_L_Finger1" 1
 	 "ValveBiped.Bip01_L_Finger11" 1
 	 "ValveBiped.Bip01_L_Finger12" 1
 	 "ValveBiped.Bip01_L_Finger0" 1
 	 "ValveBiped.Bip01_L_Finger01" 1
 	 "ValveBiped.Bip01_L_Finger02" 1
 	 "ValveBiped.Bip01_R_Finger4" 1
 	 "ValveBiped.Bip01_R_Finger41" 1
 	 "ValveBiped.Bip01_R_Finger42" 1
 	 "ValveBiped.Bip01_R_Finger3" 1
 	 "ValveBiped.Bip01_R_Finger31" 1
 	 "ValveBiped.Bip01_R_Finger32" 1
 	 "ValveBiped.Bip01_R_Finger2" 1
 	 "ValveBiped.Bip01_R_Finger21" 1
 	 "ValveBiped.Bip01_R_Finger22" 1
 	 "ValveBiped.Bip01_R_Finger1" 1
 	 "ValveBiped.Bip01_R_Finger11" 1
 	 "ValveBiped.Bip01_R_Finger12" 1
 	 "ValveBiped.Bip01_R_Finger0" 1
 	 "ValveBiped.Bip01_R_Finger01" 1
 	 "ValveBiped.Bip01_R_Finger02" 1
 	 "ValveBiped.baton_parent" 1
 }
 $weightlist "weights_turnleft" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_turnright" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_left_45" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_left_90" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_right_45" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }
 $weightlist "weights_gesture_turn_right_90" {
 	 "ValveBiped.Bip01_Pelvis" 0
 	 "ValveBiped.Bip01_Spine" 0
 	 "ValveBiped.Bip01_Spine1" 0
 	 "ValveBiped.Bip01_Spine2" 0
 	 "ValveBiped.Bip01_Spine4" 0
 	 "ValveBiped.Bip01_Neck1" 0
 	 "ValveBiped.Bip01_Head1" 0
 	 "ValveBiped.forward" 0
 	 "ValveBiped.Bip01_R_Clavicle" 0
 	 "ValveBiped.Bip01_R_UpperArm" 0
 	 "ValveBiped.Bip01_R_Forearm" 0
 	 "ValveBiped.Bip01_R_Hand" 0
 	 "ValveBiped.Anim_Attachment_RH" 0
 	 "ValveBiped.Bip01_L_Clavicle" 0
 	 "ValveBiped.Bip01_L_UpperArm" 0
 	 "ValveBiped.Bip01_L_Forearm" 0
 	 "ValveBiped.Bip01_L_Hand" 0
 	 "ValveBiped.Anim_Attachment_LH" 0
 	 "ValveBiped.Bip01_R_Thigh" 0
 	 "ValveBiped.Bip01_R_Calf" 0
 	 "ValveBiped.Bip01_R_Foot" 0
 	 "ValveBiped.Bip01_R_Toe0" 0
 	 "ValveBiped.Bip01_L_Thigh" 0
 	 "ValveBiped.Bip01_L_Calf" 0
 	 "ValveBiped.Bip01_L_Foot" 0
 	 "ValveBiped.Bip01_L_Toe0" 0
 	 "ValveBiped.Bip01_L_Finger4" 0
 	 "ValveBiped.Bip01_L_Finger41" 0
 	 "ValveBiped.Bip01_L_Finger42" 0
 	 "ValveBiped.Bip01_L_Finger3" 0
 	 "ValveBiped.Bip01_L_Finger31" 0
 	 "ValveBiped.Bip01_L_Finger32" 0
 	 "ValveBiped.Bip01_L_Finger2" 0
 	 "ValveBiped.Bip01_L_Finger21" 0
 	 "ValveBiped.Bip01_L_Finger22" 0
 	 "ValveBiped.Bip01_L_Finger1" 0
 	 "ValveBiped.Bip01_L_Finger11" 0
 	 "ValveBiped.Bip01_L_Finger12" 0
 	 "ValveBiped.Bip01_L_Finger0" 0
 	 "ValveBiped.Bip01_L_Finger01" 0
 	 "ValveBiped.Bip01_L_Finger02" 0
 	 "ValveBiped.Bip01_R_Finger4" 0
 	 "ValveBiped.Bip01_R_Finger41" 0
 	 "ValveBiped.Bip01_R_Finger42" 0
 	 "ValveBiped.Bip01_R_Finger3" 0
 	 "ValveBiped.Bip01_R_Finger31" 0
 	 "ValveBiped.Bip01_R_Finger32" 0
 	 "ValveBiped.Bip01_R_Finger2" 0
 	 "ValveBiped.Bip01_R_Finger21" 0
 	 "ValveBiped.Bip01_R_Finger22" 0
 	 "ValveBiped.Bip01_R_Finger1" 0
 	 "ValveBiped.Bip01_R_Finger11" 0
 	 "ValveBiped.Bip01_R_Finger12" 0
 	 "ValveBiped.Bip01_R_Finger0" 0
 	 "ValveBiped.Bip01_R_Finger01" 0
 	 "ValveBiped.Bip01_R_Finger02" 0
 	 "ValveBiped.baton_parent" 0
 }

$animation "a_pose_neutral" "police_animations_anims\a_pose_neutral.smd" {
	fps 30
}
$animation "a_body_rot" "police_animations_anims\a_body_rot.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_body_rot_z"
}
$animation "a_body_rot_z_rt" "police_animations_anims\a_body_rot_z_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_body_rot_z"
}
$animation "a_body_rot_z_lt" "police_animations_anims\a_body_rot_z_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_body_rot_z"
}
$animation "a_spine_rot" "police_animations_anims\a_spine_rot.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_spine_rot_z"
}
$animation "a_spine_rot_z_rt" "police_animations_anims\a_spine_rot_z_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_spine_rot_z"
}
$animation "a_spine_rot_z_lt" "police_animations_anims\a_spine_rot_z_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_spine_rot_z"
}
$animation "a_head_rot" "police_animations_anims\a_head_rot.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_z"
}
$animation "a_head_rot_lt" "police_animations_anims\a_head_rot_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_x"
}
$animation "a_head_rot_rt" "police_animations_anims\a_head_rot_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_x"
}
$animation "a_neck_trans" "police_animations_anims\a_neck_trans.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_neck_trans_x"
}
$animation "a_neck_trans_fwd" "police_animations_anims\a_neck_trans_fwd.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_neck_trans_x"
}
$animation "a_neck_trans_back" "police_animations_anims\a_neck_trans_back.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_neck_trans_x"
}
$animation "a_head_rot_dwn" "police_animations_anims\a_head_rot_dwn.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_y"
}
$animation "a_head_rot_up" "police_animations_anims\a_head_rot_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_y"
}
$animation "a_head_rot_z_rt" "police_animations_anims\a_head_rot_z_rt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_z"
}
$animation "a_head_rot_z_lt" "police_animations_anims\a_head_rot_z_lt.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_head_rot_z"
}
$animation "a_flinch_gesture" "police_animations_anims\a_flinch_gesture.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_head_gesture1" "police_animations_anims\a_flinch_head_gesture1.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_head_gesture2" "police_animations_anims\a_flinch_head_gesture2.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_gut_gesture1" "police_animations_anims\a_flinch_gut_gesture1.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_gut_gesture2" "police_animations_anims\a_flinch_gut_gesture2.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_larm_gesture" "police_animations_anims\a_flinch_larm_gesture.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_flinch_rarm_gesture" "police_animations_anims\a_flinch_rarm_gesture.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "a_aim_pistol_neutral" "police_animations_anims\a_aim_pistol_neutral.smd" {
	fps 30
}
$animation "a_pistol_aim_down_left" "police_animations_anims\a_pistol_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_center" "police_animations_anims\a_pistol_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_down_right" "police_animations_anims\a_pistol_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_left" "police_animations_anims\a_pistol_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_center" "police_animations_anims\a_pistol_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_mid_right" "police_animations_anims\a_pistol_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_left" "police_animations_anims\a_pistol_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_center" "police_animations_anims\a_pistol_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_up_right" "police_animations_anims\a_pistol_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_pistol_aim_straight_up" "police_animations_anims\a_pistol_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_pistol_Aim_all"
}
$animation "a_walkn_aim_pistol_neutral" "police_animations_anims\a_walkn_aim_pistol_neutral.smd" {
	fps 30
}
$animation "a_WalkN_pistol_aim_down_left" "police_animations_anims\a_WalkN_pistol_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_center" "police_animations_anims\a_WalkN_pistol_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_down_right" "police_animations_anims\a_WalkN_pistol_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_left" "police_animations_anims\a_WalkN_pistol_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_center" "police_animations_anims\a_WalkN_pistol_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_mid_right" "police_animations_anims\a_WalkN_pistol_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_left" "police_animations_anims\a_WalkN_pistol_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_center" "police_animations_anims\a_WalkN_pistol_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_up_right" "police_animations_anims\a_WalkN_pistol_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_WalkN_pistol_aim_straight_up" "police_animations_anims\a_WalkN_pistol_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_pistol_Aim_all"
}
$animation "a_aim_SMG1_neutral" "police_animations_anims\a_aim_SMG1_neutral.smd" {
	fps 30
}
$animation "a_SMG1_aim_down_left" "police_animations_anims\a_SMG1_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_down_center" "police_animations_anims\a_SMG1_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_down_right" "police_animations_anims\a_SMG1_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_mid_left" "police_animations_anims\a_SMG1_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_mid_center" "police_animations_anims\a_SMG1_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_mid_right" "police_animations_anims\a_SMG1_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_up_left" "police_animations_anims\a_SMG1_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_up_center" "police_animations_anims\a_SMG1_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_up_right" "police_animations_anims\a_SMG1_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_SMG1_aim_straight_up" "police_animations_anims\a_SMG1_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_Aim_all"
}
$animation "a_walkn_aim_SMG1_neutral" "police_animations_anims\a_walkn_aim_SMG1_neutral.smd" {
	fps 30
}
$animation "a_WalkN_SMG1_aim_down_left" "police_animations_anims\a_WalkN_SMG1_aim_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_down_center" "police_animations_anims\a_WalkN_SMG1_aim_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_down_right" "police_animations_anims\a_WalkN_SMG1_aim_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_mid_left" "police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_mid_center" "police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_mid_right" "police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_up_left" "police_animations_anims\a_WalkN_SMG1_aim_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_up_center" "police_animations_anims\a_WalkN_SMG1_aim_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_up_right" "police_animations_anims\a_WalkN_SMG1_aim_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_WalkN_SMG1_aim_straight_up" "police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_WalkN_SMG1_Aim_all"
}
$animation "a_Crouch_walkS" "police_animations_anims\a_Crouch_walkS.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkSE" "police_animations_anims\a_Crouch_walkSE.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkE" "police_animations_anims\a_Crouch_walkE.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkNE" "police_animations_anims\a_Crouch_walkNE.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkN" "police_animations_anims\a_Crouch_walkN.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkNW" "police_animations_anims\a_Crouch_walkNW.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkW" "police_animations_anims\a_Crouch_walkW.smd" {
	fps 30
	loop
}
$animation "a_Crouch_walkSW" "police_animations_anims\a_Crouch_walkSW.smd" {
	fps 30
	loop
}
$animation "a_WalkS" "police_animations_anims\a_WalkS.smd" {
	fps 31
	loop
}
$animation "a_WalkSE" "police_animations_anims\a_WalkSE.smd" {
	fps 29
	loop
}
$animation "a_WalkE" "police_animations_anims\a_WalkE.smd" {
	fps 33
	loop
}
$animation "a_WalkNE" "police_animations_anims\a_WalkNE.smd" {
	fps 32
	loop
}
$animation "a_WalkN" "police_animations_anims\a_WalkN.smd" {
	fps 30
	loop
}
$animation "a_WalkNW" "police_animations_anims\a_WalkNW.smd" {
	fps 32
	loop
}
$animation "a_WalkW" "police_animations_anims\a_WalkW.smd" {
	fps 33
	loop
}
$animation "a_WalkSW" "police_animations_anims\a_WalkSW.smd" {
	fps 29
	loop
}
$animation "a_walkN_hold_baton_angry" "police_animations_anims\a_walkN_hold_baton_angry.smd" {
	fps 30
	loop
}
$animation "a_walkS_pistol_aim_delta" "police_animations_anims\a_walkS_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSE_pistol_aim_delta" "police_animations_anims\a_walkSE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkE_pistol_aim_delta" "police_animations_anims\a_walkE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNE_pistol_aim_delta" "police_animations_anims\a_walkNE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkN_pistol_aim_delta" "police_animations_anims\a_walkN_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkNW_pistol_aim_delta" "police_animations_anims\a_walkNW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkW_pistol_aim_delta" "police_animations_anims\a_walkW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_walkSW_pistol_aim_delta" "police_animations_anims\a_walkSW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_walk_all_delta"
}
$animation "a_WalkN_aim_pistol" "police_animations_anims\a_WalkN_aim_pistol.smd" {
	fps 30
	loop
}
$animation "a_walkN_hold_pistol" "police_animations_anims\a_walkN_hold_pistol.smd" {
	fps 30
	loop
}
$animation "a_walkS_SMG1_aim_delta" "police_animations_anims\a_walkS_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkSE_SMG1_aim_delta" "police_animations_anims\a_walkSE_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkE_SMG1_aim_delta" "police_animations_anims\a_walkE_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkNE_SMG1_aim_delta" "police_animations_anims\a_walkNE_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkN_SMG1_aim_delta" "police_animations_anims\a_walkN_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkNW_SMG1_aim_delta" "police_animations_anims\a_walkNW_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkW_SMG1_aim_delta" "police_animations_anims\a_walkW_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_walkSW_SMG1_aim_delta" "police_animations_anims\a_walkSW_SMG1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_SMG1_aim_walk_all_delta"
}
$animation "a_WalkN_aim_SMG1" "police_animations_anims\a_WalkN_aim_SMG1.smd" {
	fps 30
	loop
}
$animation "a_shootShotgun" "combine_soldier_anims_anims\a_shootShotgun.smd" {
	fps 30
	subtract "a_flinch_gesture" 0
}
$animation "a_walkN_hold_smg1" "police_animations_anims\a_walkN_hold_smg1.smd" {
	fps 30
	loop
}
$animation "a_RunS" "police_animations_anims\\a_RunS.smd" {
	fps 28
	loop
}
$animation "a_RunSE" "police_animations_anims\\a_RunSE.smd" {
	fps 33
	loop
}
$animation "a_RunE" "police_animations_anims\a_RunE.smd" {
	fps 29
	loop
}
$animation "a_RunNE" "police_animations_anims\a_RunNE.smd" {
	fps 35
	loop
}
$animation "a_RunN" "police_animations_anims\a_RunN.smd" {
	fps 30
	loop
}
$animation "a_RunNW" "police_animations_anims\a_RunNW.smd" {
	fps 35
	loop
}
$animation "a_RunW" "police_animations_anims\a_RunW.smd" {
	fps 29
	loop
}
$animation "a_RunSW" "police_animations_anims\a_RunSW.smd" {
	fps 33
	loop
}
$animation "a_runS_pistol_aim_delta" "police_animations_anims\a_runS_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runSE_pistol_aim_delta" "police_animations_anims\a_runSE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runE_pistol_aim_delta" "police_animations_anims\a_runE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runNE_pistol_aim_delta" "police_animations_anims\a_runNE_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runN_pistol_aim_delta" "police_animations_anims\a_runN_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runNW_pistol_aim_delta" "police_animations_anims\a_runNW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runW_pistol_aim_delta" "police_animations_anims\a_runW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runSW_pistol_aim_delta" "police_animations_anims\a_runSW_pistol_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_Pistol_aim_run_all_delta"
}
$animation "a_runN_hold_pistol" "police_animations_anims\a_runN_hold_pistol.smd" {
	fps 30
	loop
}
$animation "a_runN_aim_pistol" "police_animations_anims\a_runN_aim_pistol.smd" {
	fps 30
	loop
}
$animation "a_runS_smg1_aim_delta" "police_animations_anims\a_runS_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runSE_smg1_aim_delta" "police_animations_anims\a_runSE_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runE_smg1_aim_delta" "police_animations_anims\a_runE_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runNE_smg1_aim_delta" "police_animations_anims\a_runNE_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runN_smg1_aim_delta" "police_animations_anims\a_runN_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runNW_smg1_aim_delta" "police_animations_anims\a_runNW_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runW_smg1_aim_delta" "police_animations_anims\a_runW_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runSW_smg1_aim_delta" "police_animations_anims\a_runSW_smg1_aim_delta.smd" {
	fps 30
	subtract "a_pose_neutral" 0
	weightlist "weights_smg1_aim_run_all_delta"
}
$animation "a_runN_hold_smg1" "police_animations_anims\a_runN_hold_smg1.smd" {
	fps 30
	loop
}
$animation "a_runN_aim_smg1" "police_animations_anims\a_runN_aim_smg1.smd" {
	fps 30
	loop
}
$animation "a_jump_holding_hit" "police_animations_anims\a_jump_holding_hit.smd" {
	fps 30
}
$animation "Man_Gun_neutral" "police_animations_anims\Man_Gun_neutral.smd" {
	fps 30
}
$animation "Man_Gun_down_left" "police_animations_anims\Man_Gun_down_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_down_center" "police_animations_anims\Man_Gun_down_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_down_right" "police_animations_anims\Man_Gun_down_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_mid_left" "police_animations_anims\Man_Gun_mid_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_mid_center" "police_animations_anims\Man_Gun_mid_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_mid_right" "police_animations_anims\Man_Gun_mid_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_up_left" "police_animations_anims\Man_Gun_up_left.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_up_center" "police_animations_anims\Man_Gun_up_center.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}
$animation "Man_Gun_up_right" "police_animations_anims\Man_Gun_up_right.smd" {
	fps 30
	subtract "a_pose_neutral" 0
}


$sequence "body_rot_z" {
	"a_body_rot_z_lt"
	"a_body_rot"
	"a_body_rot_z_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "body_yaw" 29.73423 -29.73426
}

$sequence "spine_rot_z" {
	"a_spine_rot_z_lt"
	"a_spine_rot"
	"a_spine_rot_z_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "spine_yaw" 30.70848 -30.7085
}

$sequence "neck_trans_x" {
	"a_neck_trans_back"
	"a_neck_trans"
	"a_neck_trans_fwd"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "neck_trans" -0.207508 0.2594
}

$sequence "head_rot_z" {
	"a_head_rot_z_lt"
	"a_head_rot"
	"a_head_rot_z_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "head_yaw" 66.70631 -66.70654
}

$sequence "head_rot_y" {
	"a_head_rot_dwn"
	"a_head_rot"
	"a_head_rot_up"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "head_pitch" 25.37666 -34.86658
}

$sequence "head_rot_x" {
	"a_head_rot_lt"
	"a_head_rot"
	"a_head_rot_rt"
	fps 30
	delta
	autoplay
	hidden
	blendwidth 3
	blend "head_roll" -10.93143 10.85243
}

$sequence "batonidle1" "police_animations_anims\batonidle1.smd" {
	fps 30
	activity "ACT_IDLE" 2
	loop
	node "standing_baton"
}

$sequence "batonidle2" "police_animations_anims\batonidle2.smd" {
	fps 30
	activity "ACT_IDLE" 1
	loop
	node "standing_baton"
}

$sequence "smg1idle1" "police_animations_anims\smg1idle1.smd" {
	fps 30
	activity "ACT_IDLE_SMG1" 2
	loop
	node "standing_smg"
}

$sequence "smg1idle2" "police_animations_anims\smg1idle2.smd" {
	fps 30
	activity "ACT_IDLE_SMG1" 1
	loop
	node "standing_smg"
}

$sequence "pistolidle1" "police_animations_anims\pistolidle1.smd" {
	fps 30
	activity "ACT_IDLE_PISTOL" 2
	loop
	node "standing_pistol"
}

$sequence "pistolidle2" "police_animations_anims\pistolidle2.smd" {
	fps 30
	activity "ACT_IDLE_PISTOL" 1
	loop
	node "standing_pistol"
}

$sequence "Idle_Baton" "police_animations_anims\Idle_Baton.smd" {
	fps 30
	loop
}

$sequence "BlockEntry" "police_animations_anims\BlockEntry.smd" {
	fps 30
}

$sequence "buttonright" "police_animations_anims\buttonright.smd" {
	fps 30
}

$sequence "buttonfront" "police_animations_anims\buttonfront.smd" {
	fps 30
}

$sequence "buttonleft" "police_animations_anims\buttonleft.smd" {
	fps 30
}

$sequence "busyidle1" "police_animations_anims\busyidle1.smd" {
	fps 30
	activity "ACT_BUSY_LEAN_BACK" 1
	loop
}

$sequence "busyidle2" "police_animations_anims\busyidle2.smd" {
	fps 30
	activity "ACT_BUSY_STAND" 1
	loop
}

$sequence "harassfront1" "police_animations_anims\harassfront1.smd" {
	fps 30
	activity "ACT_POLICE_HARASS1" 1
}

$sequence "harassfront2" "police_animations_anims\harassfront2.smd" {
	fps 30
	activity "ACT_POLICE_HARASS2" 1
}

$sequence "pickup" "police_animations_anims\pickup.smd" {
	fps 30
	activity "ACT_PICKUP_GROUND" 1
	{ event 2040 13 "" }
}

$sequence "point" "police_animations_anims\point.smd" {
	fps 30
	activity "ACT_METROPOLICE_POINT" 1
	node "standing_pistol"
}

$sequence "idleonfire" "police_animations_anims\idleonfire.smd" {
	fps 30
	activity "ACT_IDLE_ON_FIRE" 1
	loop
}

$sequence "moveonfire" "police_animations_anims\moveonfire.smd" {
	fps 30
	activity "ACT_RUN_ON_FIRE" 1
	loop
}

$sequence "rappelloop" "police_animations_anims\rappelloop.smd" {
	fps 30
	activity "ACT_RAPPEL_LOOP" 1
	loop
}

$sequence "rappelland" "police_animations_anims\rappelland.smd" {
	fps 30
	activity "ACT_RAPPEL_LAND" 1
}

$sequence "dummy1" "police_animations_anims\batonidle1.smd" {
	fps 30
	loop
	hidden
}

$sequence "dummy2" "police_animations_anims\batonidle1.smd" {
	fps 30
	loop
	hidden
}

$sequence "pushplayer" "police_animations_anims\pushplayer.smd" {
	fps 30
	activity "ACT_PUSH_PLAYER" 1
	{ event AE_METROPOLICE_SHOVE 11 "" }
}

$sequence "activatebaton" "police_animations_anims\activatebaton.smd" {
	fps 30
	activity "ACT_ACTIVATE_BATON" 1
	{ event AE_METROPOLICE_BATON_ON 7 "" }
}

$sequence "deactivatebaton" "police_animations_anims\deactivatebaton.smd" {
	fps 30
	activity "ACT_DEACTIVATE_BATON" 1
	{ event AE_METROPOLICE_BATON_OFF 7 "" }
}

$sequence "cower" "police_animations_anims\cower.smd" {
	fps 35
	activity "ACT_COWER" 1
}

$sequence "flinch_head1" "police_animations_anims\flinch_head1.smd" {
	fps 30
	activity "ACT_FLINCH_HEAD" 1
}

$sequence "flinch_head2" "police_animations_anims\flinch_head2.smd" {
	fps 30
	activity "ACT_FLINCH_HEAD" 1
}

$sequence "flinch_stomach1" "police_animations_anims\flinch_stomach1.smd" {
	fps 30
	activity "ACT_FLINCH_STOMACH" 1
}

$sequence "flinch_stomach2" "police_animations_anims\flinch_stomach2.smd" {
	fps 30
	activity "ACT_FLINCH_STOMACH" 1
}

$sequence "flinch_leftarm1" "police_animations_anims\flinch_leftarm1.smd" {
	fps 30
	activity "ACT_FLINCH_LEFTARM" 1
}

$sequence "flinch_rightarm1" "police_animations_anims\flinch_rightarm1.smd" {
	fps 30
	activity "ACT_FLINCH_RIGHTARM" 1
}

$sequence "flinch_back1" "police_animations_anims\flinch_back1.smd" {
	fps 30
	activity "ACT_METROPOLICE_FLINCH_BEHIND" 1
}

$sequence "flinch1" "police_animations_anims\flinch1.smd" {
	fps 30
	activity "ACT_SMALL_FLINCH" 1
}

$sequence "flinch2" "police_animations_anims\flinch2.smd" {
	fps 30
	activity "ACT_BIG_FLINCH" 1
}

$sequence "flinch_gesture" "combine_soldier_anims_anims\flinchsmall.smd" {
	fps 30
	activity "ACT_GESTURE_SMALL_FLINCH" 1
	delta
}

$sequence "physflinch1" "police_animations_anims\physflinch1.smd" {
	fps 30
	activity "ACT_FLINCH_PHYSICS" 1
}

$sequence "physflinch2" "police_animations_anims\physflinch2.smd" {
	fps 30
	activity "ACT_FLINCH_PHYSICS" 1
}

$sequence "deathpose_front" "police_animations_anims\deathpose_front.smd" {
	fps 1
	activity "ACT_DIE_FRONTSIDE" 1
}

$sequence "deathpose_back" "police_animations_anims\deathpose_back.smd" {
	fps 1
	activity "ACT_DIE_BACKSIDE" 1
}

$sequence "deathpose_right" "police_animations_anims\deathpose_right.smd" {
	fps 1
	activity "ACT_DIE_RIGHTSIDE" 1
}

$sequence "deathpose_left" "police_animations_anims\deathpose_left.smd" {
	fps 1
	activity "ACT_DIE_LEFTSIDE" 1
}

$sequence "deploy" "police_animations_anims\deploy.smd" {
	fps 30
	activity "ACT_METROPOLICE_DEPLOY_MANHACK" 1
	{ event AE_METROPOLICE_START_DEPLOY 10 "" }
	{ event AE_METROPOLICE_DEPLOY_MANHACK 33 "" }
}

$sequence "grenadethrow" "police_animations_anims\grenadethrow.smd" {
	fps 30
	activity "ACT_COMBINE_THROW_GRENADE" 1
	{ event 7 23 "" }
}

$sequence "pistolangryidle2" "police_animations_anims\pistolangryidle2.smd" {
	fps 4
	activity "ACT_IDLE_ANGRY_PISTOL" 1
	node "shooting_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "Crouch_idle_pistol" "police_animations_anims\Crouch_idle_pistol.smd" {
	fps 30
	activity "ACT_COVER_PISTOL_LOW" 1
	loop
	node "crouching_pistol"
}

$sequence "drawpistol" "police_animations_anims\drawpistol.smd" {
	fps 30
	activity "ACT_METROPOLICE_DRAW_PISTOL" 1
	blendlayer "pistol_Aim_all" 0.685714 1.028571 1.028571 1.028571 spline
	{ event AE_METROPOLICE_DRAW_PISTOL 11 "" }
}

$sequence "shootp1" "police_animations_anims\shootp1.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_PISTOL" 1
	node "shooting_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "gesture_shoot_pistol" "police_animations_anims\gesture_shoot_pistol.smd" {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_PISTOL" 1
	delta
}

$sequence "reload_pistol" "police_animations_anims\reload_pistol.smd" {
	fps 30
	activity "ACT_RELOAD_PISTOL" 1
	node "shooting_pistol"
	blendlayer "pistol_Aim_all" 0 0 0 0.375 spline
	blendlayer "pistol_Aim_all" 0.75 1.025 1.025 1.025 spline
	{ event 3017 0 "" }
	{ event 3018 34 "" }
}

$sequence "crouch_reload_pistol" "police_animations_anims\crouch_reload_pistol.smd" {
	fps 30
	activity "ACT_RELOAD_PISTOL_LOW" 1
	node "crouching_pistol"
	{ event 3017 0 "" }
	{ event 3018 56 "" }
}

$sequence "gesture_reload_pistolspine" "police_animations_anims\gesture_reload_pistolspine.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_reload_pistolarms" "police_animations_anims\gesture_reload_pistolarms.smd" {
	fps 30
	hidden
}

$sequence "gesture_reload_pistol" "police_animations_anims\gesture_reload_pistol.smd" {
	fps 30
	activity "ACT_GESTURE_RELOAD_PISTOL" 1
	node "standing_pistol"
	blendlayer "gesture_reload_pistolarms" 0 0.128205 0.820513 1.025641 spline
	blendlayer "gesture_reload_pistolspine" 0 0.128205 0.820513 1.025641 spline
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	{ event 3017 0 "" }
	{ event 3018 37 "" }
}

$sequence "lowcover_shoot_pistol" "police_animations_anims\lowcover_shoot_pistol.smd" {
	fps 10
	activity "ACT_RANGE_ATTACK_PISTOL_LOW" 1
	loop
	node "lowcover_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "lowcover_aim_pistol" "police_animations_anims\lowcover_aim_pistol.smd" {
	fps 30
	activity "ACT_RANGE_AIM_PISTOL_LOW" 1
	loop
	node "lowcover_pistol"
	addlayer "pistol_Aim_all"
}

$sequence "smg1angryidle1" "police_animations_anims\smg1angryidle1.smd" {
	fps 30
	activity "ACT_IDLE_ANGRY_SMG1" 1
	loop
	node "shooting_smg"
	addlayer "SMG1_Aim_all"
}

$sequence "Crouch_idle_smg1" "police_animations_anims\Crouch_idle_smg1.smd" {
	fps 30
	activity "ACT_COVER_SMG1_LOW" 1
	loop
	node "crouching_smg"
}

$sequence "shoot_smg1" "police_animations_anims\shoot_smg1.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SMG1" 1
	node "shooting_smg"
	addlayer "SMG1_Aim_all"
}

$sequence "gesture_shoot_smg1" "police_animations_anims\gesture_shoot_smg1.smd" {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_SMG1" 1
	delta
}

$sequence "reload_smg1" "police_animations_anims\reload_smg1.smd" {
	fps 30
	activity "ACT_RELOAD_SMG1" 1
	node "shooting_smg"
	addlayer "SMG1_Aim_all"
	addlayer "SMG1_Aim_all"
	{ event 3017 0 "" }
	{ event 3018 49 "" }
}

$sequence "crouch_reload_smg1" "police_animations_anims\crouch_reload_smg1.smd" {
	fps 30
	activity "ACT_RELOAD_SMG1_LOW" 1
	node "crouching_smg"
	{ event 3017 0 "" }
	{ event 3018 52 "" }
}

$sequence "gesture_reload_smg1spine" "police_animations_anims\gesture_reload_smg1spine.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_reload_smg1arms" "police_animations_anims\gesture_reload_smg1arms.smd" {
	fps 30
	hidden
}

$sequence "gesture_reload_smg1" "police_animations_anims\gesture_reload_smg1.smd" {
	fps 30
	activity "ACT_GESTURE_RELOAD_SMG1" 1
	node "standing_smg"
	blendlayer "gesture_reload_smg1arms" 0 0.227273 0.681818 1.022727 spline
	blendlayer "gesture_reload_smg1spine" 0 0.227273 0.681818 1.022727 spline
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	{ event 3017 0 "" }
	{ event 3018 35 "" }
}

$sequence "lowcover_shoot_smg1" "police_animations_anims\lowcover_shoot_smg1.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SMG1_LOW" 1
	loop
	node "lowcover_smg"
	addlayer "SMG1_Aim_all"
	{ event 3014 2 "" }
}

$sequence "lowcover_aim_smg1" "police_animations_anims\lowcover_aim_smg1.smd" {
	fps 30
	activity "ACT_RANGE_AIM_SMG1_LOW" 1
	loop
	node "lowcover_smg"
	addlayer "SMG1_Aim_all"
}

$sequence "batonangryidle1" "police_animations_anims\batonangryidle1.smd" {
	fps 30
	activity "ACT_IDLE_ANGRY_MELEE" 1
	loop
	node "standing_baton"
}

$sequence "swing" "police_animations_anims\swing.smd" {
	fps 35
	activity "ACT_MELEE_ATTACK_SWING" 1
	{ event 3001 13 "" }
}

$sequence "thrust" "police_animations_anims	hrust.smd" {
	fps 35
	activity "ACT_MELEE_ATTACK_THRUST" 1
	{ event 3001 13 "" }
}

$sequence "swinggesturespine" "police_animations_anims\swinggesturespine.smd" {
	fps 30
	delta
	hidden
}

$sequence "swinggesturearms" "police_animations_anims\swinggesturearms.smd" {
	fps 30
	hidden
}

$sequence "swinggesture" "police_animations_anims\swinggesture.smd" {
	fps 35
	activity "ACT_MELEE_ATTACK_SWING_GESTURE" 1
	blendlayer "swinggesturearms" 0 0.241379 0.655172 1.034483 spline
	blendlayer "swinggesturespine" 0 0.241379 0.655172 1.034483 spline
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
	{ event 3001 13 "" }
}

$sequence "pistol_Aim_all" {
	"a_pistol_aim_straight_up"
	"a_pistol_aim_straight_up"
	"a_pistol_aim_straight_up"
	"a_pistol_aim_up_right"
	"a_pistol_aim_up_center"
	"a_pistol_aim_up_left"
	"a_pistol_aim_mid_right"
	"a_pistol_aim_mid_center"
	"a_pistol_aim_mid_left"
	"a_pistol_aim_down_right"
	"a_pistol_aim_down_center"
	"a_pistol_aim_down_left"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -43.47391 45.51665
	blend "aim_pitch" -82.85746 45.59517
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "WalkN_pistol_Aim_all" {
	"a_WalkN_pistol_aim_straight_up"
	"a_WalkN_pistol_aim_straight_up"
	"a_WalkN_pistol_aim_straight_up"
	"a_WalkN_pistol_aim_up_right"
	"a_WalkN_pistol_aim_up_center"
	"a_WalkN_pistol_aim_up_left"
	"a_WalkN_pistol_aim_mid_right"
	"a_WalkN_pistol_aim_mid_center"
	"a_WalkN_pistol_aim_mid_left"
	"a_WalkN_pistol_aim_down_right"
	"a_WalkN_pistol_aim_down_center"
	"a_WalkN_pistol_aim_down_left"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -45.59397 44.46127
	blend "aim_pitch" -78.71045 43.57745
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "RunAIMALL1_SG" {
	"combine_soldier_anims_anims\a_RunS.smd"
	"combine_soldier_anims_anims\a_RunSE.smd"
	"combine_soldier_anims_anims\a_RunE.smd"
	"combine_soldier_anims_anims\a_RunNE"
	"combine_soldier_anims_anims\a_RunN"
	"combine_soldier_anims_anims\a_RunNW"
	"combine_soldier_anims_anims\a_RunW"
	"combine_soldier_anims_anims\a_RunSW"
	"combine_soldier_anims_anims\a_RunS.smd"
	fps 27
	activity "ACT_RUN_AIM_SHOTGUN" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	blendlayer "layer_run_aiming_SG" 0 0 0 0 local
	{ event 6004 7 "NPC_CombineS" }
	{ event 6005 16 "NPC_CombineS" }
}

$sequence "CombatIdle1_SG" "combine_soldier_anims_anims\CombatIdle1_SG.smd" {
	fps 30
	activity "ACT_IDLE_ANGRY_SHOTGUN" 1
	loop
	addlayer "Aim_stand_delta_all_SG"
	{ event 4 0 "" }
}

$sequence "shootSGs" "combine_soldier_anims_anims\shootSGs.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SHOTGUN" 1
	addlayer "Aim_stand_delta_all_SG"
	{ event 4 0 "" }
}

$sequence "shootSGc" "combine_soldier_anims_anims\shootSGc.smd" {
	fps 30
	activity "ACT_RANGE_ATTACK_SHOTGUN_LOW" 1
	{ event 4 0 "" }
}

$sequence "Aim_stand_delta_all_SG" {
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.835 51.75332
	blend "aim_pitch" -81.22229 48.42335
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
}

$sequence "Aim_all_SG" {
	"combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd"
	"combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd"
	fps 30
	delta
	hidden
	blend "aim_yaw" -47.58563 51.79679
	blend "aim_pitch" -52.92101 47.83591
	iklock "lfoot" 1 0
	iklock "rfoot" 1 0
}

$sequence "layer_run_aiming_SG" "combine_soldier_anims_anims\layer_run_aiming_SG.smd" {
	fps 30
	loop
	worldspace
	hidden
	addlayer "Aim_all_SG"
}

$sequence "Walk_aiming_all_SG" {
	"combine_soldier_anims_anims\a_WalkS.smd"
	"combine_soldier_anims_anims\a_WalkSE.smd"
	"combine_soldier_anims_anims\a_WalkE.smd"
	"combine_soldier_anims_anims\a_WalkNE.smd"
	"combine_soldier_anims_anims\a_WalkN.smd"
	"combine_soldier_anims_anims\a_WalkNW.smd"
	"combine_soldier_anims_anims\a_WalkW.smd"
	"combine_soldier_anims_anims\a_WalkSW.smd"
	"combine_soldier_anims_anims\a_WalkS.smd"
	fps 28
	activity "ACT_WALK_AIM_SHOTGUN" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	blendlayer "layer_walk_aiming_SG" 0 0 0 0 local
}

$sequence "gesture_shoot_shotgun" "combine_soldier_anims_anims\a_shootShotgun.smd"  {
	fps 30
	activity "ACT_GESTURE_RANGE_ATTACK_SHOTGUN" 1
	delta
}

$sequence "layer_walk_aiming_SG" "combine_soldier_anims_anims\layer_walk_aiming_SG.smd" {
	fps 30
	loop
	worldspace
	hidden
	addlayer "Aim_all_SG"
}

$sequence "SMG1_Aim_all" {
	"police_animations_anims\a_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_SMG1_aim_up_right.smd"
	"police_animations_anims\a_SMG1_aim_up_center.smd"
	"police_animations_anims\a_SMG1_aim_up_left.smd"
	"police_animations_anims\a_SMG1_aim_mid_right.smd"
	"police_animations_anims\a_SMG1_aim_mid_center.smd"
	"police_animations_anims\a_SMG1_aim_mid_left.smd"
	"police_animations_anims\a_SMG1_aim_down_right.smd"
	"police_animations_anims\a_SMG1_aim_down_center.smd"
	"police_animations_anims\a_SMG1_aim_down_left.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -46.98409 48.12097
	blend "aim_pitch" -85.30637 47.80165
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "WalkN_SMG1_Aim_all" {
	"police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_up_right.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_up_center.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_up_left.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_down_right.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_down_center.smd"
	"police_animations_anims\a_WalkN_SMG1_aim_down_left.smd"
	fps 30
	delta
	hidden
	blendwidth 3
	blend "aim_yaw" -50.35772 52.71159
	blend "aim_pitch" -86.32401 56.20353
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}

$sequence "Crouch_all" {
	"police_animations_anims\a_Crouch_walkS.smd"
	"police_animations_anims\a_Crouch_walkSE.smd"
	"police_animations_anims\a_Crouch_walkE.smd"
	"police_animations_anims\a_Crouch_walkNE.smd"
	"police_animations_anims\a_Crouch_walkN.smd"
	"police_animations_anims\a_Crouch_walkNW.smd"
	"police_animations_anims\a_Crouch_walkW.smd"
	"police_animations_anims\a_Crouch_walkSW.smd"
	"police_animations_anims\a_Crouch_walkS.smd"
	fps 30
	activity "ACT_WALK_CROUCH" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
}

$sequence "walk_all" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_WalkN.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "layer_walk_hold_baton_angry" "police_animations_anims\layer_walk_hold_baton_angry.smd" {
	fps 30
	loop
	hidden
}

$sequence "walk_hold_baton_angry" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_walkN_hold_baton_angry.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_ANGRY" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_hold_baton_angry"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "Pistol_aim_walk_all_delta" {
	"police_animations_anims\a_walkS_pistol_aim_delta.smd"
	"police_animations_anims\a_walkSE_pistol_aim_delta.smd"
	"police_animations_anims\a_walkE_pistol_aim_delta.smd"
	"police_animations_anims\a_walkNE_pistol_aim_delta.smd"
	"police_animations_anims\a_walkN_pistol_aim_delta.smd"
	"police_animations_anims\a_walkNW_pistol_aim_delta.smd"
	"police_animations_anims\a_walkW_pistol_aim_delta.smd"
	"police_animations_anims\a_walkSW_pistol_aim_delta.smd"
	"police_animations_anims\a_walkS_pistol_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_walk_aiming_pistol" "police_animations_anims\layer_walk_aiming_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "walk_aiming_pistol_all" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_WalkN_aim_pistol.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_AIM_PISTOL" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_aiming_pistol"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "layer_walk_hold_pistol" "police_animations_anims\layer_walk_hold_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "walk_hold_pistol" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_walkN_hold_pistol.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_PISTOL" 1
	loop
	node "standing_pistol"
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_hold_pistol"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "SMG1_aim_walk_all_delta" {
	"police_animations_anims\a_walkS_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkSE_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkE_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkNE_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkN_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkNW_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkW_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkSW_SMG1_aim_delta.smd"
	"police_animations_anims\a_walkS_SMG1_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_walk_aiming_SMG1" "police_animations_anims\layer_walk_aiming_SMG1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "walk_aiming_SMG1_all" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_WalkN_aim_SMG1.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_AIM_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_aiming_SMG1"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "layer_walk_hold_smg1" "police_animations_anims\layer_walk_hold_smg1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "walk_hold_smg1" {
	"police_animations_anims\a_WalkS.smd"
	"police_animations_anims\a_WalkSE.smd"
	"police_animations_anims\a_WalkE.smd"
	"police_animations_anims\a_WalkNE.smd"
	"police_animations_anims\a_walkN_hold_smg1.smd"
	"police_animations_anims\a_WalkNW.smd"
	"police_animations_anims\a_WalkW.smd"
	"police_animations_anims\a_WalkSW.smd"
	"police_animations_anims\a_WalkS.smd"
	fps 31
	activity "ACT_WALK_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_walk_hold_smg1"
	{ event 6004 9 "NPC_MetroPolice" }
	{ event 6005 25 "NPC_MetroPolice" }
}

$sequence "run_all" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"police_animations_anims\a_RunNE.smd"
	"police_animations_anims\a_RunN.smd"
	"police_animations_anims\a_RunNW.smd"
	"police_animations_anims\a_RunW.smd"
	"police_animations_anims\a_RunSW.smd"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "Pistol_aim_run_all_delta" {
	"police_animations_anims\a_runS_pistol_aim_delta.smd"
	"police_animations_anims\a_runSE_pistol_aim_delta.smd"
	"police_animations_anims\a_runE_pistol_aim_delta.smd"
	"police_animations_anims\a_runNE_pistol_aim_delta.smd"
	"police_animations_anims\a_runN_pistol_aim_delta.smd"
	"police_animations_anims\a_runNW_pistol_aim_delta.smd"
	"police_animations_anims\a_runW_pistol_aim_delta.smd"
	"police_animations_anims\a_runSW_pistol_aim_delta.smd"
	"police_animations_anims\a_runS_pistol_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_run_hold_pistol" "police_animations_anims\layer_run_hold_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "run_hold_pistol" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"police_animations_anims\a_RunNE.smd"
	"police_animations_anims\a_runN_hold_pistol.smd"
	"police_animations_anims\a_RunNW.smd"
	"police_animations_anims\a_RunW.smd"
    "police_animations_anims\a_RunSW.smd"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_PISTOL" 1
	loop
	node "standing_pistol"
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_hold_pistol"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "layer_run_aiming_pistol" "police_animations_anims\layer_run_aiming_pistol.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_pistol_Aim_all"
}

$sequence "run_aiming_pistol_all" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"police_animations_anims\a_RunNE.smd"
	"police_animations_anims\a_runN_aim_pistol.smd"
	"police_animations_anims\a_RunNW.smd"
	"police_animations_anims\a_RunW.smd"
	"police_animations_anims\a_RunSW.smd"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_AIM_PISTOL" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_aiming_pistol"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "smg1_aim_run_all_delta" {
	"police_animations_anims\a_runS_smg1_aim_delta.smd"
	"police_animations_anims\a_runSE_smg1_aim_delta.smd"
	"police_animations_anims\a_runE_smg1_aim_delta.smd"
	"police_animations_anims\a_runNE_smg1_aim_delta.smd"
	"police_animations_anims\a_runN_smg1_aim_delta.smd"
	"police_animations_anims\a_runNW_smg1_aim_delta.smd"
	"police_animations_anims\a_runW_smg1_aim_delta.smd"
	"police_animations_anims\a_runSW_smg1_aim_delta.smd"
	"police_animations_anims\a_runS_smg1_aim_delta.smd"
	fps 30
	delta
	hidden
	blendwidth 9
	blend "move_yaw" -180 180
	iklock "lfoot" 1 1
	iklock "rfoot" 1 1
}

$sequence "layer_run_hold_smg1" "police_animations_anims\layer_run_hold_smg1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "run_hold_smg1" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"a_RunNE"
	"a_runN_hold_smg1"
	"a_RunNW"
	"a_RunW"
	"a_RunSW"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_hold_smg1"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "layer_run_aiming_smg1" "police_animations_anims\layer_run_aiming_smg1.smd" {
	fps 30
	loop
	hidden
	addlayer "WalkN_SMG1_Aim_all"
}

$sequence "run_aiming_smg1_all" {
	"police_animations_anims\a_RunS.smd"
	"police_animations_anims\a_RunSE.smd"
	"police_animations_anims\a_RunE.smd"
	"a_RunNE"
	"a_runN_aim_smg1"
	"a_RunNW"
	"a_RunW"
	"a_RunSW"
	"police_animations_anims\a_RunS.smd"
	fps 28
	activity "ACT_RUN_AIM_RIFLE" 1
	loop
	blendwidth 9
	blend "move_yaw" -180 180
	addlayer "layer_run_aiming_smg1"
	{ event 6004 7 "NPC_MetroPolice" }
	{ event 6005 16 "NPC_MetroPolice" }
}

$sequence "Stand_to_crouchpistol" "police_animations_anims\Stand_to_crouchpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "standing_pistol" "crouching_pistol"
}

$sequence "Crouch_to_standpistol" "police_animations_anims\Crouch_to_standpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_pistol" "standing_pistol"
}

$sequence "Shoot_to_crouchpistol" "police_animations_anims\Shoot_to_crouchpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "shooting_pistol" "crouching_pistol"
}

$sequence "Crouch_to_shootpistol" "police_animations_anims\Crouch_to_shootpistol.smd" {
	fps 40
	activity "ACT_TRANSITION" 1
	transition "crouching_pistol" "shooting_pistol"
	addlayer "pistolangryidle2"
}

$sequence "shoottostandpistol" "police_animations_anims\shoottostandpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "shooting_pistol" "standing_pistol"
	blendlayer "pistol_Aim_all" 0 0 0 0.625 spline
}

$sequence "standtoshootpistol" "police_animations_anims\standtoshootpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "standing_pistol" "shooting_pistol"
	blendlayer "pistol_Aim_all" 0 0.294118 1.058824 1.058824 spline
}

$sequence "crouch_to_lowcoverpistol" "police_animations_anims\crouch_to_lowcoverpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_pistol" "lowcover_pistol"
	blendlayer "pistol_Aim_all" 0.181818 0.636364 1.045455 1.045455 spline
}

$sequence "lowcover_to_crouchpistol" "police_animations_anims\lowcover_to_crouchpistol.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "lowcover_pistol" "crouching_pistol"
	blendlayer "pistol_Aim_all" 0 0 0 0.625 spline
}

$sequence "Stand_to_crouchsmg1" "police_animations_anims\Stand_to_crouchsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "standing_smg" "crouching_smg"
	blendlayer "SMG1_Aim_all" 0 0 0 0.75 spline
}

$sequence "Crouch_to_standsmg1" "police_animations_anims\Crouch_to_standsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_smg" "standing_smg"
	blendlayer "SMG1_Aim_all" 0.181818 0.681818 1 1 spline
}

$sequence "Shoot_to_crouchsmg1" "police_animations_anims\Shoot_to_crouchsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "shooting_smg" "crouching_smg"
	blendlayer "SMG1_Aim_all" 0 0 0 0.75 spline
}

$sequence "Crouch_to_shootsmg1" "police_animations_anims\Crouch_to_shootsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_smg" "shooting_smg"
	blendlayer "SMG1_Aim_all" 0.181818 0.681818 1 1 spline
}

$sequence "crouch_to_lowcoversmg1" "police_animations_anims\crouch_to_lowcoversmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "crouching_smg" "lowcover_smg"
	blendlayer "SMG1_Aim_all" 0 0.555556 1 1 spline
}

$sequence "lowcover_to_crouchsmg1" "police_animations_anims\lowcover_to_crouchsmg1.smd" {
	fps 30
	activity "ACT_TRANSITION" 1
	transition "lowcover_smg" "crouching_smg"
	blendlayer "SMG1_Aim_all" 0 0 0 0.555556 spline
}

$sequence "turnleft" "police_animations_anims	urnleft.smd" {
	fps 20
	activity "ACT_GESTURE_TURN_LEFT" 1
}

$sequence "turnright" "police_animations_anims	urnright.smd" {
	fps 20
	activity "ACT_GESTURE_TURN_RIGHT" 1
}

$sequence "gesture_turn_left_45default" "police_animations_anims\gesture_turn_left_45default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_45inDelta" "police_animations_anims\gesture_turn_left_45inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_45outDelta" "police_animations_anims\gesture_turn_left_45outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_45" "police_animations_anims\gesture_turn_left_45.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_LEFT45" 1
	addlayer "gesture_turn_left_45default"
	blendlayer "gesture_turn_left_45default" 0.408163 0.408163 0.408163 1.020408 spline
	addlayer "gesture_turn_left_45inDelta"
	blendlayer "gesture_turn_left_45outDelta" 0.408163 0.408163 0.408163 1.020408 spline
}

$sequence "gesture_turn_left_90default" "police_animations_anims\gesture_turn_left_90default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_90inDelta" "police_animations_anims\gesture_turn_left_90inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_90outDelta" "police_animations_anims\gesture_turn_left_90outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_left_90" "police_animations_anims\gesture_turn_left_90.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_LEFT90" 1
	addlayer "gesture_turn_left_90default"
	blendlayer "gesture_turn_left_90default" 0.357143 0.357143 0.357143 1.017857 spline
	addlayer "gesture_turn_left_90inDelta"
	blendlayer "gesture_turn_left_90outDelta" 0.357143 0.357143 0.357143 1.017857 spline
}

$sequence "gesture_turn_right_45default" "police_animations_anims\gesture_turn_right_45default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_45inDelta" "police_animations_anims\gesture_turn_right_45inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_45outDelta" "police_animations_anims\gesture_turn_right_45outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_45" "police_animations_anims\gesture_turn_right_45.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_RIGHT45" 1
	addlayer "gesture_turn_right_45default"
	blendlayer "gesture_turn_right_45default" 0.408163 0.408163 0.408163 1.020408 spline
	addlayer "gesture_turn_right_45inDelta"
	blendlayer "gesture_turn_right_45outDelta" 0.408163 0.408163 0.408163 1.020408 spline
}

$sequence "gesture_turn_right_90default" "police_animations_anims\gesture_turn_right_90default.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_90inDelta" "police_animations_anims\gesture_turn_right_90inDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_90outDelta" "police_animations_anims\gesture_turn_right_90outDelta.smd" {
	fps 30
	delta
	hidden
}

$sequence "gesture_turn_right_90" "police_animations_anims\gesture_turn_right_90.smd" {
	fps 60
	activity "ACT_GESTURE_TURN_RIGHT90" 1
	addlayer "gesture_turn_right_90default"
	blendlayer "gesture_turn_right_90default" 0.408163 0.408163 0.408163 1.020408 spline
	addlayer "gesture_turn_right_90inDelta"
	blendlayer "gesture_turn_right_90outDelta" 0.408163 0.408163 0.408163 1.020408 spline
}

$sequence "jump_holding_jump" "police_animations_anims\jump_holding_jump.smd" {
	fps 30
	activity "ACT_JUMP" 1
}

$sequence "jump_holding_glide" "police_animations_anims\jump_holding_glide.smd" {
	fps 5
	activity "ACT_GLIDE" 1
}

$sequence "jump_holding_land" "police_animations_anims\jump_holding_land.smd" {
	fps 45
	activity "ACT_LAND" 1
	fadein 0.15
}

$sequence "Neutral_to_Choked_Barnacle" "police_animations_anims\Neutral_to_Choked_Barnacle.smd" {
	fps 30
}

$sequence "Choked_Barnacle" "police_animations_anims\Choked_Barnacle.smd" {
	fps 30
	loop
}

$sequence "Crushed_Barnacle" "police_animations_anims\Crushed_Barnacle.smd" {
	fps 30
}

$sequence "Dropship_Deploy" "police_animations_anims\Dropship_Deploy.smd" {
	fps 30
}

$sequence "Man_Gun_Aim_all" {
	"Man_Gun_up_right"
	"Man_Gun_up_center"
	"Man_Gun_up_left"
	"Man_Gun_mid_right"
	"Man_Gun_mid_center"
	"Man_Gun_mid_left"
	"Man_Gun_down_right"
	"Man_Gun_down_center"
	"Man_Gun_down_left"
	fps 30
	delta
	hidden
	blend "aim_yaw" -60 60
	blend "aim_pitch" -35 50
	iklock "lfoot" 1 0
}

$sequence "Man_Gun" "police_animations_anims\Man_Gun.smd" {
	fps 30
	activity "ACT_IDLE_MANNEDGUN" 1
	loop
	addlayer "Man_Gun_Aim_all"
}


And this is the log for compiling that QC.


 "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\studiomdl.exe" -nop4  -r  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\dpfilms\metropolice\Artic police\arctic_police2.qc"
Process started >>>
WARNING: Failed to load keyvalues file cfg/mount.cfg!
qdir:    "c:\users\blue22111\desktop\source games\gmod mods\metrocop allies pack\models\dpfilms\metropolice\artic police\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\"
g_path:  "C:\Users\Blue22111\Desktop\source games\gmod mods\Metrocop allies pack\models\dpfilms\metropolice\Artic police\arctic_police2.qc"
Building binary model files...
Working on "arctic_police2.qc"
SMD MODEL arctic_police_reference.smd
SMD MODEL arctic_police_anims\ragdoll.smd
SMD MODEL arctic_police_physics.smd
SMD MODEL police_animations_anims\a_pose_neutral.smd
SMD MODEL police_animations_anims\a_body_rot.smd
SMD MODEL police_animations_anims\a_body_rot_z_rt.smd
SMD MODEL police_animations_anims\a_body_rot_z_lt.smd
SMD MODEL police_animations_anims\a_spine_rot.smd
SMD MODEL police_animations_anims\a_spine_rot_z_rt.smd
SMD MODEL police_animations_anims\a_spine_rot_z_lt.smd
SMD MODEL police_animations_anims\a_head_rot.smd
SMD MODEL police_animations_anims\a_head_rot_lt.smd
SMD MODEL police_animations_anims\a_head_rot_rt.smd
SMD MODEL police_animations_anims\a_neck_trans.smd
SMD MODEL police_animations_anims\a_neck_trans_fwd.smd
SMD MODEL police_animations_anims\a_neck_trans_back.smd
SMD MODEL police_animations_anims\a_head_rot_dwn.smd
SMD MODEL police_animations_anims\a_head_rot_up.smd
SMD MODEL police_animations_anims\a_head_rot_z_rt.smd
SMD MODEL police_animations_anims\a_head_rot_z_lt.smd
SMD MODEL police_animations_anims\a_flinch_gesture.smd
SMD MODEL police_animations_anims\a_flinch_head_gesture1.smd
SMD MODEL police_animations_anims\a_flinch_head_gesture2.smd
SMD MODEL police_animations_anims\a_flinch_gut_gesture1.smd
SMD MODEL police_animations_anims\a_flinch_gut_gesture2.smd
SMD MODEL police_animations_anims\a_flinch_larm_gesture.smd
SMD MODEL police_animations_anims\a_flinch_rarm_gesture.smd
SMD MODEL police_animations_anims\a_aim_pistol_neutral.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_down_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_mid_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_left.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_center.smd
SMD MODEL police_animations_anims\a_pistol_aim_up_right.smd
SMD MODEL police_animations_anims\a_pistol_aim_straight_up.smd
SMD MODEL police_animations_anims\a_walkn_aim_pistol_neutral.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_down_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_mid_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_left.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_center.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_up_right.smd
SMD MODEL police_animations_anims\a_WalkN_pistol_aim_straight_up.smd
SMD MODEL police_animations_anims\a_aim_SMG1_neutral.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_down_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_mid_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_left.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_center.smd
SMD MODEL police_animations_anims\a_SMG1_aim_up_right.smd
SMD MODEL police_animations_anims\a_SMG1_aim_straight_up.smd
SMD MODEL police_animations_anims\a_walkn_aim_SMG1_neutral.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_down_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_mid_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_left.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_center.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_up_right.smd
SMD MODEL police_animations_anims\a_WalkN_SMG1_aim_straight_up.smd
SMD MODEL police_animations_anims\a_Crouch_walkS.smd
SMD MODEL police_animations_anims\a_Crouch_walkSE.smd
SMD MODEL police_animations_anims\a_Crouch_walkE.smd
SMD MODEL police_animations_anims\a_Crouch_walkNE.smd
SMD MODEL police_animations_anims\a_Crouch_walkN.smd
SMD MODEL police_animations_anims\a_Crouch_walkNW.smd
SMD MODEL police_animations_anims\a_Crouch_walkW.smd
SMD MODEL police_animations_anims\a_Crouch_walkSW.smd
SMD MODEL police_animations_anims\a_WalkS.smd
SMD MODEL police_animations_anims\a_WalkSE.smd
SMD MODEL police_animations_anims\a_WalkE.smd
SMD MODEL police_animations_anims\a_WalkNE.smd
SMD MODEL police_animations_anims\a_WalkN.smd
SMD MODEL police_animations_anims\a_WalkNW.smd
SMD MODEL police_animations_anims\a_WalkW.smd
SMD MODEL police_animations_anims\a_WalkSW.smd
SMD MODEL police_animations_anims\a_walkN_hold_baton_angry.smd
SMD MODEL police_animations_anims\a_walkS_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkN_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_WalkN_aim_pistol.smd
SMD MODEL police_animations_anims\a_walkN_hold_pistol.smd
SMD MODEL police_animations_anims\a_walkS_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNE_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkN_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkNW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_walkSW_SMG1_aim_delta.smd
SMD MODEL police_animations_anims\a_WalkN_aim_SMG1.smd
SMD MODEL combine_soldier_anims_anims\a_shootShotgun.smd
SMD MODEL police_animations_anims\a_walkN_hold_smg1.smd
SMD MODEL police_animations_anims\\a_RunS.smd
SMD MODEL police_animations_anims\\a_RunSE.smd
SMD MODEL police_animations_anims\a_RunE.smd
SMD MODEL police_animations_anims\a_RunNE.smd
SMD MODEL police_animations_anims\a_RunN.smd
SMD MODEL police_animations_anims\a_RunNW.smd
SMD MODEL police_animations_anims\a_RunW.smd
SMD MODEL police_animations_anims\a_RunSW.smd
SMD MODEL police_animations_anims\a_runS_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runSE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runNE_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runNW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runSW_pistol_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_hold_pistol.smd
SMD MODEL police_animations_anims\a_runN_aim_pistol.smd
SMD MODEL police_animations_anims\a_runS_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runSE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runNE_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runNW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runSW_smg1_aim_delta.smd
SMD MODEL police_animations_anims\a_runN_hold_smg1.smd
SMD MODEL police_animations_anims\a_runN_aim_smg1.smd
SMD MODEL police_animations_anims\a_jump_holding_hit.smd
SMD MODEL police_animations_anims\Man_Gun_neutral.smd
SMD MODEL police_animations_anims\Man_Gun_down_left.smd
SMD MODEL police_animations_anims\Man_Gun_down_center.smd
SMD MODEL police_animations_anims\Man_Gun_down_right.smd
SMD MODEL police_animations_anims\Man_Gun_mid_left.smd
SMD MODEL police_animations_anims\Man_Gun_mid_center.smd
SMD MODEL police_animations_anims\Man_Gun_mid_right.smd
SMD MODEL police_animations_anims\Man_Gun_up_left.smd
SMD MODEL police_animations_anims\Man_Gun_up_center.smd
SMD MODEL police_animations_anims\Man_Gun_up_right.smd
SMD MODEL police_animations_anims\batonidle1.smd
SMD MODEL police_animations_anims\batonidle2.smd
SMD MODEL police_animations_anims\smg1idle1.smd
SMD MODEL police_animations_anims\smg1idle2.smd
SMD MODEL police_animations_anims\pistolidle1.smd
SMD MODEL police_animations_anims\pistolidle2.smd
SMD MODEL police_animations_anims\Idle_Baton.smd
SMD MODEL police_animations_anims\BlockEntry.smd
SMD MODEL police_animations_anims\buttonright.smd
SMD MODEL police_animations_anims\buttonfront.smd
SMD MODEL police_animations_anims\buttonleft.smd
SMD MODEL police_animations_anims\busyidle1.smd
SMD MODEL police_animations_anims\busyidle2.smd
SMD MODEL police_animations_anims\harassfront1.smd
SMD MODEL police_animations_anims\harassfront2.smd
SMD MODEL police_animations_anims\pickup.smd
SMD MODEL police_animations_anims\point.smd
SMD MODEL police_animations_anims\idleonfire.smd
SMD MODEL police_animations_anims\moveonfire.smd
SMD MODEL police_animations_anims\rappelloop.smd
SMD MODEL police_animations_anims\rappelland.smd
SMD MODEL police_animations_anims\pushplayer.smd
SMD MODEL police_animations_anims\activatebaton.smd
SMD MODEL police_animations_anims\deactivatebaton.smd
SMD MODEL police_animations_anims\cower.smd
SMD MODEL police_animations_anims\flinch_head1.smd
SMD MODEL police_animations_anims\flinch_head2.smd
SMD MODEL police_animations_anims\flinch_stomach1.smd
SMD MODEL police_animations_anims\flinch_stomach2.smd
SMD MODEL police_animations_anims\flinch_leftarm1.smd
SMD MODEL police_animations_anims\flinch_rightarm1.smd
SMD MODEL police_animations_anims\flinch_back1.smd
SMD MODEL police_animations_anims\flinch1.smd
SMD MODEL police_animations_anims\flinch2.smd
SMD MODEL combine_soldier_anims_anims\flinchsmall.smd
SMD MODEL police_animations_anims\physflinch1.smd
SMD MODEL police_animations_anims\physflinch2.smd
SMD MODEL police_animations_anims\deathpose_front.smd
SMD MODEL police_animations_anims\deathpose_back.smd
SMD MODEL police_animations_anims\deathpose_right.smd
SMD MODEL police_animations_anims\deathpose_left.smd
SMD MODEL police_animations_anims\deploy.smd
SMD MODEL police_animations_anims\grenadethrow.smd
SMD MODEL police_animations_anims\pistolangryidle2.smd
SMD MODEL police_animations_anims\Crouch_idle_pistol.smd
SMD MODEL police_animations_anims\drawpistol.smd
SMD MODEL police_animations_anims\shootp1.smd
SMD MODEL police_animations_anims\gesture_shoot_pistol.smd
SMD MODEL police_animations_anims\reload_pistol.smd
SMD MODEL police_animations_anims\crouch_reload_pistol.smd
SMD MODEL police_animations_anims\gesture_reload_pistolspine.smd
SMD MODEL police_animations_anims\gesture_reload_pistolarms.smd
SMD MODEL police_animations_anims\gesture_reload_pistol.smd
SMD MODEL police_animations_anims\lowcover_shoot_pistol.smd
SMD MODEL police_animations_anims\lowcover_aim_pistol.smd
SMD MODEL police_animations_anims\smg1angryidle1.smd
SMD MODEL police_animations_anims\Crouch_idle_smg1.smd
SMD MODEL police_animations_anims\shoot_smg1.smd
SMD MODEL police_animations_anims\gesture_shoot_smg1.smd
SMD MODEL police_animations_anims\reload_smg1.smd
SMD MODEL police_animations_anims\crouch_reload_smg1.smd
SMD MODEL police_animations_anims\gesture_reload_smg1spine.smd
SMD MODEL police_animations_anims\gesture_reload_smg1arms.smd
SMD MODEL police_animations_anims\gesture_reload_smg1.smd
SMD MODEL police_animations_anims\lowcover_shoot_smg1.smd
SMD MODEL police_animations_anims\lowcover_aim_smg1.smd
SMD MODEL police_animations_anims\batonangryidle1.smd
SMD MODEL police_animations_anims\swing.smd
SMD MODEL police_animations_anims	hrust.smd
SMD MODEL police_animations_anims\swinggesturespine.smd
SMD MODEL police_animations_anims\swinggesturearms.smd
SMD MODEL police_animations_anims\swinggesture.smd
SMD MODEL combine_soldier_anims_anims\a_RunS.smd
SMD MODEL combine_soldier_anims_anims\a_RunSE.smd
SMD MODEL combine_soldier_anims_anims\a_RunE.smd
SMD MODEL combine_soldier_anims_anims\a_RunNE.smd
SMD MODEL combine_soldier_anims_anims\a_RunN.smd
SMD MODEL combine_soldier_anims_anims\a_RunNW.smd
SMD MODEL combine_soldier_anims_anims\a_RunW.smd
SMD MODEL combine_soldier_anims_anims\a_RunSW.smd
SMD MODEL combine_soldier_anims_anims\CombatIdle1_SG.smd
SMD MODEL combine_soldier_anims_anims\shootSGs.smd
SMD MODEL combine_soldier_anims_anims\shootSGc.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_straightup_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_up_right_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_up_center_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_up_left_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_mid_right_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_mid_center_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_mid_left_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_down_right_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_down_center_SG.smd
SMD MODEL combine_soldier_anims_anims\a_aim_stand_down_left_SG.smd
SMD MODEL combine_soldier_anims_anims\layer_run_aiming_SG.smd
SMD MODEL combine_soldier_anims_anims\a_WalkS.smd
SMD MODEL combine_soldier_anims_anims\a_WalkSE.smd
SMD MODEL combine_soldier_anims_anims\a_WalkE.smd
SMD MODEL combine_soldier_anims_anims\a_WalkNE.smd
SMD MODEL combine_soldier_anims_anims\a_WalkN.smd
SMD MODEL combine_soldier_anims_anims\a_WalkNW.smd
SMD MODEL combine_soldier_anims_anims\a_WalkW.smd
SMD MODEL combine_soldier_anims_anims\a_WalkSW.smd
SMD MODEL combine_soldier_anims_anims\layer_walk_aiming_SG.smd
SMD MODEL police_animations_anims\layer_walk_hold_baton_angry.smd
SMD MODEL police_animations_anims\layer_walk_aiming_pistol.smd
SMD MODEL police_animations_anims\layer_walk_hold_pistol.smd
SMD MODEL police_animations_anims\layer_walk_aiming_SMG1.smd
SMD MODEL police_animations_anims\layer_walk_hold_smg1.smd
SMD MODEL police_animations_anims\a_RunS.smd
SMD MODEL police_animations_anims\a_RunSE.smd
SMD MODEL police_animations_anims\layer_run_hold_pistol.smd
SMD MODEL police_animations_anims\layer_run_aiming_pistol.smd
SMD MODEL police_animations_anims\layer_run_hold_smg1.smd
SMD MODEL police_animations_anims\layer_run_aiming_smg1.smd
SMD MODEL police_animations_anims\Stand_to_crouchpistol.smd
SMD MODEL police_animations_anims\Crouch_to_standpistol.smd
SMD MODEL police_animations_anims\Shoot_to_crouchpistol.smd
SMD MODEL police_animations_anims\Crouch_to_shootpistol.smd
SMD MODEL police_animations_anims\shoottostandpistol.smd
SMD MODEL police_animations_anims\standtoshootpistol.smd
SMD MODEL police_animations_anims\crouch_to_lowcoverpistol.smd
SMD MODEL police_animations_anims\lowcover_to_crouchpistol.smd
SMD MODEL police_animations_anims\Stand_to_crouchsmg1.smd
SMD MODEL police_animations_anims\Crouch_to_standsmg1.smd
SMD MODEL police_animations_anims\Shoot_to_crouchsmg1.smd
SMD MODEL police_animations_anims\Crouch_to_shootsmg1.smd
SMD MODEL police_animations_anims\crouch_to_lowcoversmg1.smd
SMD MODEL police_animations_anims\lowcover_to_crouchsmg1.smd
SMD MODEL police_animations_anims	urnleft.smd
SMD MODEL police_animations_anims	urnright.smd
SMD MODEL police_animations_anims\gesture_turn_left_45default.smd
SMD MODEL police_animations_anims\gesture_turn_left_45inDelta.smd
SMD MODEL police_animations_anims\gesture_turn_left_45outDelta.smd
SMD MODEL police_animations_anims\gesture_turn_left_45.smd
SMD MODEL police_animations_anims\gesture_turn_left_90default.smd
SMD MODEL police_animations_anims\gesture_turn_left_90inDelta.smd
SMD MODEL police_animations_anims\gesture_turn_left_90outDelta.smd
SMD MODEL police_animations_anims\gesture_turn_left_90.smd
SMD MODEL police_animations_anims\gesture_turn_right_45default.smd
SMD MODEL police_animations_anims\gesture_turn_right_45inDelta.smd
SMD MODEL police_animations_anims\gesture_turn_right_45outDelta.smd
SMD MODEL police_animations_anims\gesture_turn_right_45.smd
SMD MODEL police_animations_anims\gesture_turn_right_90default.smd
SMD MODEL police_animations_anims\gesture_turn_right_90inDelta.smd
SMD MODEL police_animations_anims\gesture_turn_right_90outDelta.smd
SMD MODEL police_animations_anims\gesture_turn_right_90.smd
SMD MODEL police_animations_anims\jump_holding_jump.smd
SMD MODEL police_animations_anims\jump_holding_glide.smd
SMD MODEL police_animations_anims\jump_holding_land.smd
SMD MODEL police_animations_anims\Neutral_to_Choked_Barnacle.smd
SMD MODEL police_animations_anims\Choked_Barnacle.smd
SMD MODEL police_animations_anims\Crushed_Barnacle.smd
SMD MODEL police_animations_anims\Dropship_Deploy.smd
SMD MODEL police_animations_anims\Man_Gun.smd
Processing jointed collision model
ValveBiped.Bip01_Pelvis  ( 17 verts, 1 convex elements) volume: 862.61
ValveBiped.Bip01_Spine1  ( 17 verts, 1 convex elements) volume: 862.41
ValveBiped.Bip01_Spine2  ( 32 verts, 1 convex elements) volume: 901.90
ValveBiped.Bip01_Head1   ( 38 verts, 1 convex elements) volume: 281.71
ValveBiped.Bip01_R_Clavicle (  8 verts, 1 convex elements) volume: 61.89
ValveBiped.Bip01_R_UpperArm ( 12 verts, 1 convex elements) volume: 154.80
ValveBiped.Bip01_R_Forearm ( 13 verts, 1 convex elements) volume: 89.87
ValveBiped.Bip01_R_Hand  (  9 verts, 1 convex elements) volume: 30.85
ValveBiped.Bip01_L_Clavicle (  8 verts, 1 convex elements) volume: 61.89
ValveBiped.Bip01_L_UpperArm ( 12 verts, 1 convex elements) volume: 161.43
ValveBiped.Bip01_L_Forearm ( 12 verts, 1 convex elements) volume: 84.82
ValveBiped.Bip01_L_Hand  (  9 verts, 1 convex elements) volume: 23.56
ValveBiped.Bip01_R_Thigh ( 16 verts, 1 convex elements) volume: 281.11
ValveBiped.Bip01_R_Calf  ( 16 verts, 1 convex elements) volume: 214.55
ValveBiped.Bip01_R_Foot  ( 10 verts, 1 convex elements) volume: 105.77
ValveBiped.Bip01_L_Thigh ( 16 verts, 1 convex elements) volume: 324.02
ValveBiped.Bip01_L_Calf  ( 16 verts, 1 convex elements) volume: 239.03
ValveBiped.Bip01_L_Foot  ( 11 verts, 1 convex elements) volume: 80.61
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111_2.mdl:
bones        15228 bytes (57)
animations 1502184 bytes (472 anims) (10640 frames) [6:20]
sequences    43880 bytes (161 seq) 
ik/pose        744 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       400 bytes
keyvalues        0 bytes
bone transforms     7816 bytes
Collision model volume 26071.93 in^3
collision        0 bytes
total      1583320
---------------------
writing C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111_2.vvd:
vertices    349872 bytes (7289 vertices)
tangents    116624 bytes (7289 vertices)
total       466560 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111_2.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            54 bytes
strip groups:     150 bytes
strips:           162 bytes
verts:          65601 bytes
indices:        58806 bytes
bone changes:       8 bytes
everything:    124845 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111_2.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            54 bytes
strip groups:     150 bytes
strips:           243 bytes
verts:          66087 bytes
indices:        58806 bytes
bone changes:     568 bytes
everything:    125972 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\common\SourceSDK\csgo\models/DPFilms\Metropolice\arctic_police_Blue22111_2.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            54 bytes
strip groups:     150 bytes
strips:           162 bytes
verts:          65601 bytes
indices:        58806 bytes
bone changes:     512 bytes
everything:    125349 bytes

Completed "arctic_police2.qc"
<<< Process finished. (Exit code 0)
================ READY ================