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179 changed files with 1087 additions and 281 deletions
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+3 -3
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@@ -4,12 +4,12 @@ importer="scene"
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+3 -3
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# Bad Piña Colada
[ insert badass-looking game cover here ]
![Bad Piña Colada Logo](img/art/logos/bpc.svg)
Version #02
Collaborators.
Jorge Vásquez Pérez - yorch@yorchnet.com
Pascal Vásquez Martinez - pascal@taparita.com
## Table of Contents
[Table of Contents](#table-of-contents)
[Version History](#version-history)
[1.Game Overview](#1-game-overview)
[2. Game Play Mechanics](#2-game-play-mechanics)
[3. Game World](#3-game-world)
[4. Characters](#4-characters)
[5. Items](#5-items)
[6. Script]
- [References](#references)
## Version History
### v00
Started putting everything in writing.
### v01
January 20 2015
Added Level Names and Enemies.
### v02
Started putting in writing the ideas for the Levels.
### v03
Dec 2024, Dusting off prototype and started Transitioning Prototype to Godot Game Engine.
### v04
Feb 2024, changed document to Markup, and started adding more flesh to the bare bones.
## 1. Game Overview
It's the year 2050 and The World is in chaos, 10 years ago after the memePhone system update r510 (codenamed PiñaColada), all hell broke loose. At the beginning nobody thought anything was wrong, but then memePhones® startasded acting up, and became violent zombie-like creatures, corrupting all technology in their path, at some point they started controlling wifi enabled appliances (since 2015, almost all of them) and making them attack unsuspecting citizens.
Abe is the only computer left in the world without wifi, so he is inmune to the Piña Colada menace, and it's up to him to beat his way up to the most guarded underground secret lab deep below the “Piña Boutique®”, to stop this madness and save the world.
## 2. Game Play Mechanics
2.5d Beat'Em Up, a la Double Dragon, or Golden Axe.
### 2.1. References
- Golden Axe
<img src="img/ref/games/ga_screen_01.jpg" height="120px">
<img src="img/ref/games/ga_screen_02.jpg" height="120px">
<img src="img/ref/games/ga_screen_03.jpg" height="120px">
<img src="img/ref/games/ga_screen_04.jpg" height="120px">
<img src="img/ref/games/ga_screen_05.jpg" height="120px">
<img src="img/ref/games/ga_screen_06.jpg" height="120px">
<img src="img/ref/games/ga_screen_07.jpg" height="120px">
- Double Dragon
<img src="img/ref/games/dd_screen_01.jpg" height="120px">
<img src="img/ref/games/dd_screen_02.jpg" height="120px">
<img src="img/ref/games/dd_screen_03.jpg" height="120px">
<img src="img/ref/games/dd_screen_04.jpg" height="120px">
<img src="img/ref/games/dd_screen_05.jpg" height="120px">
<img src="img/ref/games/dd_screen_06.jpg" height="120px">
<img src="img/ref/games/d_screen_07.jpg" height="120px">
- River City Ransom
<img src="img/ref/games/rcr_screen_01.jpg" height="160px">
<img src="img/ref/games/rcr_screen_02.jpg" height="160px">
<img src="img/ref/games/rcr_screen_03.jpg" height="160px">
<img src="img/ref/games/rcr_screen_04.jpg" height="160px">
<img src="img/ref/games/rcr_screen_05.jpg" height="160px">
<img src="img/ref/games/rcr_screen_06.jpg" height="160px">
<img src="img/ref/games/rcr_screen_07.jpg" height="160px">
<img src="img/ref/games/rcr_screen_08.jpg" height="160px">
<img src="img/ref/games/rcr_screen_09.jpg" height="160px">
<img src="img/ref/games/rcr_screen_10.jpg" height="160px">
<img src="img/ref/games/rcr_screen_11.jpg" height="160px">
<img src="img/ref/games/rcr_screen_12.jpg" height="160px">
<img src="img/ref/games/rcr_screen_13.jpg" height="160px">
- Scott Pilgrim vs. The World
<img src="img/ref/games/spvw_screen_01.jpg" height="120px">
<img src="img/ref/games/spvw_screen_02.jpg" height="120px">
<img src="img/ref/games/spvw_screen_03.jpg" height="120px">
<img src="img/ref/games/spvw_screen_04.jpg" height="120px">
<img src="img/ref/games/spvw_screen_05.jpg" height="120px">
<img src="img/ref/games/spvw_screen_06.jpg" height="120px">
<img src="img/ref/games/spvw_screen_07.jpg" height="120px">
<img src="img/ref/games/spvw_screen_08.jpg" height="120px">
<img src="img/ref/games/spvw_screen_09.jpg" height="120px">
- Pirate Baby's Cabana Battle Street Fight
<img src="img/ref/games/pbcbsf_screen_01.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_02.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_03.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_04.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_05.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_06.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_07.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_08.jpg" height="120px">
<img src="img/ref/games/pbcbsf_screen_09.jpg" height="120px">
### 2.2. Camera
Side Scrolling, with maybe some bonus levels featuring a different perspective.
### 2.3. Controls
Beat'Em Up standards to be used, with other avenues to be explored.
### 2.4. Saving and Loading
Levels are unlocked by reaching them, and they stay unlocked on exit.
Also, each level has internal checkpoints, that keep the progress on the current level in the actual game session. But when you quit the game, the check points are gone, and you'd have to start over from the last achieved Level.
### 2.5. Interface
The way to present all the user interface could be using Abe's own face he could be adopt a thinking pose, his expression would become blank and disappear, and the information would be printed to the screen (his face) in a oldschool computer fashion.
### 2.6. Menu and Screen Descriptions
### 2.7. Game Progression
### 2.8. Puzzles/Mini-Games
### 2.9. Bonuses
### 2.10. Cheat Codes
Blank punch cards recovered in the game ( [see also items](#items) ) can be “hacked” by punching more holse into them, and altering the powers granted by them, maybe this will be an interesting opportunity to foster player curiosity and experimentation.
### 2.11. Abilities
_deberias consisderar special attacks y button mashing como multiplicador de Extra Damage_
### 2.12. Scoring
## 3. Game World
Post Apocalyptic Cartoony.
with 8bit touches.
Enslaved Humanity, engaged in a trance-like state, Our ultimate goal here is to free them from this.
Piña® Propaganda-like posters are everywhere.
### 3.1 Level I: Abe's Dream
<img src="img/ref/abes_dream/abes_dream_ref_01.jpg" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_02.png" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_03.gif" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_04.png" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_05.jpg" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_06.png" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_07.png" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_08.jpg" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_09.png" height="120px">
<img src="img/ref/abes_dream/abes_dream_ref_10.jpg" height="120px">
Abe's ram is been infected by the virus, he has to clear his ram of it, to be able to wake up and save the world. Abe is super oldschool computer, so his ram or his mind, processes stuff a little differently than computers nowadays, so all of the things we see in this world are going to be monochrome, either green or amber, wireframe things.
### 3.2 Level II: Electronic Waste Warehouse
<img src="img/ref/ewaste_storage/ewaste_ref_01.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_02.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_03.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_04.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_05.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_06.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_07.jpg" height="120px">
<img src="img/ref/ewaste_storage/ewaste_ref_08.jpg" height="120px">
Abe's just woken up, and he is in a massive battered and abandoned Electronic Waste Warehouse.
He thought he was alone, but he start realizing, he is surrounded by many other old computers and appliances, that somehow are being infected by the "Piña Colada" Update.
He has to fight his way out of here to get to the bottom of this mess.
### 3.3 LEVEL III: Escape through the Underground Sewers
Abe's barely just escaped the Warehouse through a secret passage that gets him into the sewer systems. Sadly, swers aren't quite the easy escape route he had planned for; All the sewer's cleaning equipment has also become infected by the virus. Abe'll have to fught his way out of this smelly mess.
### 3.4 LEVEL IV: Shopping Promenade
AAAARGHHHH !!! The shopping promenade is infested with memePhones® gone crazy, trying to infect every functioning appliance on their path. The battle to get to the Piña Boutique® to solve this, is going to be Intense.
### 3.5 LEVEL V: The Piña Boutique®
This is where it all started. The infamous Piña Boutique®, filled with virulent consumer electronic products of all shapes, sizes and colours ( well, not really all colors, just the approved pallette of 4 colours approved by the Piña Overlords ) trying to get out and spread their madness to every electricity consuming device on earth and beyond. Abe's almost there, but this is not over yet.
#### 3.5.1 LEVEL V.I: The Main Lobby & Smartass Saloon
The Smartass Saloon, this is where the Piña Boutique Smartasses live now, before the infection, they used to work here, replacing broken memePhones and other Products with new ones, for the customers that needed repairs, they did it so with an air of self assumed coolness and unbearably high levels of smugness. It is no wonder they were the first batch of humanity to fall slave to the "Piña Colada" syndrome. Setting them free is going to be tough, but is has to be done, to be able to reach the secret lab.
#### 3.5.2 LEVEL V.II: Secret Underground Base
Here's where the boss lives. The underground HQ.
## 4. Characters
#### 3.2.1 Abe
#### 3.2.2 NPCs
##### 3.2.2.1 Enemies
###### Zombiefied memePhones®
###### Zombiefied memeBoards®
###### Various Infected Appliances:
- Soda Machines
- ATMs
- Vacuum Cleaners
## 5. Items
### 3.3.1 Items
### 3.3.2 Vehicles
Throughout the game there will be oldschool computer punched cards, that will grant the player upgrades ( [see also cheat codes](#cheat-codes) ).
## 6. Script
## 7. Design Bibles
### 4.1 Art Bible
<img alt="Abe Render" src="img/art/concepts/abe_render.png" height="240px">
<img alt="Abe Sketch" src="img/art/concepts/abe_sketch.jpg" height="120px">
<img alt="Abe Color Sketch" src="img/art/concepts/abe_sketch_color.png" height="120px">
<img alt="MeMePhone (Smartphone) Sketch" src="img/art/concepts/meme_phone.jpg" height="120px">
<img alt="MeCleans (Roomba) Sketch" src="img/art/concepts/roomba.jpg" height="120px">
Initial Visual Reference.
I love the way the camera is used in this one:
<video controls src="img/ref/visual/BandidoGuapo - Consumer Game.mp4" title="Bandidoguapo - Consumer Game" height="240px"></video>
I like the simple low-poly look of all this guys pieces : [http://turnislefthome.com/](http://turnislefthome.com/)
<img src="img/ref/visual/turnislefthome_ref_01.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_02.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_04.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_05.gif" height="120px">
<img src="img/ref/visual/turnislefthome_ref_06.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_07.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_08.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_09.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_10.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_11.gif" height="120px">
<img src="img/ref/visual/turnislefthome_ref_12.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_13.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_14.jpg" height="120px">
<img src="img/ref/visual/turnislefthome_ref_16.jpg" height="120px">
### 4.2. Sound Bible
The sound design is going to be heavily influenced by old-school technology. Phone rings modem sounds, and more dated digital technology sound will be stars.
Not a bad idea to use [sfxr](https://moheb2000.itch.io/sfxr-for-linux) or [gdfxr](https://github.com/timothyqiu/gdfxr) as starting points
### 4.3 Story Bible
### 4.4 Design Notes
Effects for all actions, explosions, cartoony speed lines, jumps, lands, punches, etc are going to be 2D frame by frame animations.
_ya que vas a usar blender y pixelarte deberias darte una pasadita por esto:_ [http://initialsgames.com/main/?p=1360](https://web.archive.org/web/20150212080312/http://initialsgames.com/main/?p=1360)
## 8. Future Features
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@@ -25,7 +25,6 @@ animation = &"ANIM_Abe_Jump_02"
[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_2bro7"] [sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_2bro7"]
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_seljc"] [sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_seljc"]
graph_offset = Vector2(-58, -48)
nodes/ANIM_Idle/node = SubResource("AnimationNodeAnimation_eph3m") nodes/ANIM_Idle/node = SubResource("AnimationNodeAnimation_eph3m")
nodes/ANIM_Idle/position = Vector2(-380, 80) nodes/ANIM_Idle/position = Vector2(-380, 80)
nodes/ANIM_Run/node = SubResource("AnimationNodeAnimation_8e0pg") nodes/ANIM_Run/node = SubResource("AnimationNodeAnimation_8e0pg")
@@ -161,7 +160,6 @@ bones/82/rotation = Quaternion(-0.0189144, 0.0160251, -0.00838864, 0.999658)
bones/83/position = Vector3(-3.84171e-09, 2.49001e-08, -6.66134e-16) bones/83/position = Vector3(-3.84171e-09, 2.49001e-08, -6.66134e-16)
bones/84/rotation = Quaternion(1.97343e-06, 0.00603436, 1.38747e-07, 0.999982) bones/84/rotation = Quaternion(1.97343e-06, 0.00603436, 1.38747e-07, 0.999982)
bones/85/rotation = Quaternion(-1.14052e-06, -6.17004e-09, -6.2806e-08, 1) bones/85/rotation = Quaternion(-1.14052e-06, -6.17004e-09, -6.2806e-08, 1)
bones/85/scale = Vector3(1, 1, 1)
bones/86/rotation = Quaternion(8.14906e-10, 2.85218e-09, -2.73576e-09, 1) bones/86/rotation = Quaternion(8.14906e-10, 2.85218e-09, -2.73576e-09, 1)
bones/86/scale = Vector3(1, 0.999999, 1) bones/86/scale = Vector3(1, 0.999999, 1)
bones/87/rotation = Quaternion(-2.04891e-08, -1.47265e-08, -1.04134e-07, 1) bones/87/rotation = Quaternion(-2.04891e-08, -1.47265e-08, -1.04134e-07, 1)
@@ -229,17 +227,13 @@ bones/126/rotation = Quaternion(1.92939e-06, -0.00603432, -1.37282e-07, 0.999982
bones/127/rotation = Quaternion(-1.05484e-06, 1.25147e-08, 7.22939e-08, 1) bones/127/rotation = Quaternion(-1.05484e-06, 1.25147e-08, 7.22939e-08, 1)
bones/127/scale = Vector3(0.999999, 1, 1) bones/127/scale = Vector3(0.999999, 1, 1)
bones/128/rotation = Quaternion(2.1304e-08, 1.57161e-09, 6.2224e-08, 1) bones/128/rotation = Quaternion(2.1304e-08, 1.57161e-09, 6.2224e-08, 1)
bones/128/scale = Vector3(1, 1, 1)
bones/129/rotation = Quaternion(5.12227e-09, 1.30967e-08, -6.92671e-09, 1) bones/129/rotation = Quaternion(5.12227e-09, 1.30967e-08, -6.92671e-09, 1)
bones/129/scale = Vector3(1, 0.999999, 1) bones/129/scale = Vector3(1, 0.999999, 1)
bones/130/rotation = Quaternion(0.218997, 0.0123537, -0.0238178, 0.975357) bones/130/rotation = Quaternion(0.218997, 0.0123537, -0.0238178, 0.975357)
bones/130/scale = Vector3(1, 0.999999, 1) bones/130/scale = Vector3(1, 0.999999, 1)
bones/131/rotation = Quaternion(2.60188e-08, 5.09317e-08, 9.1124e-08, 1) bones/131/rotation = Quaternion(2.60188e-08, 5.09317e-08, 9.1124e-08, 1)
bones/131/scale = Vector3(1, 1, 1)
bones/132/rotation = Quaternion(3.7253e-09, -5.59667e-08, -5.02914e-08, 1) bones/132/rotation = Quaternion(3.7253e-09, -5.59667e-08, -5.02914e-08, 1)
bones/132/scale = Vector3(1, 1, 1)
bones/133/rotation = Quaternion(-0.712511, 0.0443565, -0.0161623, 0.700071) bones/133/rotation = Quaternion(-0.712511, 0.0443565, -0.0161623, 0.700071)
bones/133/scale = Vector3(1, 1, 1)
bones/134/rotation = Quaternion(-0.0932345, -4.33605e-06, -0.0017757, 0.995643) bones/134/rotation = Quaternion(-0.0932345, -4.33605e-06, -0.0017757, 0.995643)
bones/134/scale = Vector3(1, 0.999999, 1) bones/134/scale = Vector3(1, 0.999999, 1)
bones/135/position = Vector3(7.45058e-09, 0.107384, 1.86265e-09) bones/135/position = Vector3(7.45058e-09, 0.107384, 1.86265e-09)
@@ -389,16 +383,12 @@ bones/263/position = Vector3(5.10703e-15, 0.230976, -1.16472e-08)
bones/263/rotation = Quaternion(-0.0311281, 1.19152e-07, -3.71076e-09, 0.999515) bones/263/rotation = Quaternion(-0.0311281, 1.19152e-07, -3.71076e-09, 0.999515)
bones/264/position = Vector3(1.65165e-15, -6.35167e-08, -6.64239e-09) bones/264/position = Vector3(1.65165e-15, -6.35167e-08, -6.64239e-09)
bones/264/rotation = Quaternion(0.0145709, -1.19197e-07, 1.73699e-09, 0.999894) bones/264/rotation = Quaternion(0.0145709, -1.19197e-07, 1.73699e-09, 0.999894)
bones/264/scale = Vector3(1, 1, 1)
bones/266/position = Vector3(1.2315e-16, 0.262514, -1.86264e-09) bones/266/position = Vector3(1.2315e-16, 0.262514, -1.86264e-09)
bones/266/rotation = Quaternion(9.31323e-10, -5.40167e-08, 6.35104e-15, 1) bones/266/rotation = Quaternion(9.31323e-10, -5.40167e-08, 6.35104e-15, 1)
bones/268/position = Vector3(7.72315e-15, 2.5495e-08, -7.45058e-09) bones/268/position = Vector3(7.72315e-15, 2.5495e-08, -7.45058e-09)
bones/268/rotation = Quaternion(-3.72529e-08, -1.00583e-07, 7.56064e-15, 1) bones/268/rotation = Quaternion(-3.72529e-08, -1.00583e-07, 7.56064e-15, 1)
bones/268/scale = Vector3(1, 1, 1)
bones/269/rotation = Quaternion(7.45058e-09, 1.00583e-07, -3.46469e-16, 1) bones/269/rotation = Quaternion(7.45058e-09, 1.00583e-07, -3.46469e-16, 1)
bones/269/scale = Vector3(1, 1, 1)
bones/270/rotation = Quaternion(-0.0311281, 1.19152e-07, -3.71076e-09, 0.999515) bones/270/rotation = Quaternion(-0.0311281, 1.19152e-07, -3.71076e-09, 0.999515)
bones/270/scale = Vector3(1, 1, 1)
bones/272/position = Vector3(-1.21964e-08, 0.0616701, -0.139511) bones/272/position = Vector3(-1.21964e-08, 0.0616701, -0.139511)
bones/272/rotation = Quaternion(-0.695299, 3.14162e-08, 3.03925e-08, 0.71872) bones/272/rotation = Quaternion(-0.695299, 3.14162e-08, 3.03925e-08, 0.71872)
bones/273/position = Vector3(5.10703e-15, 0.230976, -1.16472e-08) bones/273/position = Vector3(5.10703e-15, 0.230976, -1.16472e-08)
@@ -407,9 +397,7 @@ bones/274/position = Vector3(1.9984e-15, 0.22424, 0.834584)
bones/277/rotation = Quaternion(2.59734e-07, -8.74228e-08, 8.2323e-15, 1) bones/277/rotation = Quaternion(2.59734e-07, -8.74228e-08, 8.2323e-15, 1)
bones/277/scale = Vector3(1, 1, 1) bones/277/scale = Vector3(1, 1, 1)
bones/278/rotation = Quaternion(-3.89601e-07, -7.10543e-15, 1.75954e-14, 1) bones/278/rotation = Quaternion(-3.89601e-07, -7.10543e-15, 1.75954e-14, 1)
bones/278/scale = Vector3(1, 1, 1)
bones/279/rotation = Quaternion(-1.29867e-07, -3.55271e-15, 1.13533e-14, 1) bones/279/rotation = Quaternion(-1.29867e-07, -3.55271e-15, 1.13533e-14, 1)
bones/279/scale = Vector3(1, 1, 1)
bones/281/rotation = Quaternion(8.74228e-08, 8.65779e-08, 1, 1.69407e-21) bones/281/rotation = Quaternion(8.74228e-08, 8.65779e-08, 1, 1.69407e-21)
bones/283/rotation = Quaternion(0.995472, -1.03344e-08, -0.0184201, -0.0932516) bones/283/rotation = Quaternion(0.995472, -1.03344e-08, -0.0184201, -0.0932516)
bones/283/scale = Vector3(1, 1, 0.999995) bones/283/scale = Vector3(1, 1, 0.999995)
+190 -115
View File
@@ -281,274 +281,340 @@ collision_mask = 3
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.25225, 0, 15.6813) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.25225, 0, 15.6813)
[node name="Skeleton3D" parent="Abe/Abe_Lo/CLOUDRIG_Abe" index="0"] [node name="Skeleton3D" parent="Abe/Abe_Lo/CLOUDRIG_Abe" index="0"]
bones/0/position = Vector3(-7.43761e-15, 0.836685, -0.339032) bones/0/position = Vector3(-3.41002e-15, 0.840665, -0.339126)
bones/0/rotation = Quaternion(0.707107, -5.33851e-08, -5.33851e-08, 0.707107) bones/0/rotation = Quaternion(0.707107, -5.33851e-08, -5.33851e-08, 0.707107)
bones/1/position = Vector3(3.12991e-15, 0.836685, -0.109548) bones/0/scale = Vector3(1, 1, 1)
bones/1/position = Vector3(2.32886e-15, 0.840665, -0.109643)
bones/1/rotation = Quaternion(0.707107, -5.33851e-08, -5.33851e-08, 0.707107) bones/1/rotation = Quaternion(0.707107, -5.33851e-08, -5.33851e-08, 0.707107)
bones/2/position = Vector3(-8.2005e-15, 0.836685, 0.119935) bones/2/position = Vector3(-9.04252e-15, 0.840665, 0.119841)
bones/2/rotation = Quaternion(0.707107, -5.33851e-08, -5.33851e-08, 0.707107) bones/2/rotation = Quaternion(0.707107, -5.33851e-08, -5.33851e-08, 0.707107)
bones/3/position = Vector3(0.108782, 0.452581, 0.687795) bones/3/position = Vector3(0.108782, 0.452581, 0.687795)
bones/3/rotation = Quaternion(0.708387, -0.0281323, 0.0282804, 0.704696) bones/3/rotation = Quaternion(0.708387, -0.0281323, 0.0282804, 0.704696)
bones/3/scale = Vector3(1.00001, 1, 1)
bones/4/position = Vector3(1.15857e-08, -1.0361e-07, -2.15004e-08) bones/4/position = Vector3(1.15857e-08, -1.0361e-07, -2.15004e-08)
bones/5/rotation = Quaternion(-0.00491281, 5.38977e-11, 0.00174135, 0.999986) bones/5/rotation = Quaternion(-0.00357896, 2.19962e-11, 0.001422, 0.999993)
bones/6/rotation = Quaternion(-6.46756e-08, 0.00491285, 0.999986, -0.00174136) bones/6/rotation = Quaternion(-6.46832e-08, 0.00357897, 0.999993, -0.00142201)
bones/6/scale = Vector3(1, 0.920202, 1) bones/6/scale = Vector3(1, 0.93634, 1)
bones/7/position = Vector3(0.112065, 0.454894, 0.636138) bones/7/position = Vector3(0.113312, 0.455029, 0.62478)
bones/7/rotation = Quaternion(0.688075, 0.00795245, 0.725118, -0.0263318) bones/7/rotation = Quaternion(0.688467, 0.00689855, 0.724724, -0.0272173)
bones/7/scale = Vector3(1, 1, 1) bones/7/scale = Vector3(1, 1, 1)
bones/8/position = Vector3(0.183301, 0.0320629, 0.168592) bones/8/position = Vector3(0.183301, 0.0320629, 0.168592)
bones/9/position = Vector3(0.139509, 0.762565, -0.0327985) bones/9/position = Vector3(0.139509, 0.766546, -0.0328932)
bones/9/rotation = Quaternion(0.998093, 0.0408963, 0.0408964, 0.0215775) bones/9/rotation = Quaternion(0.998093, 0.0408963, 0.0408964, 0.0215775)
bones/11/rotation = Quaternion(0.0416217, -0.0157768, 0.0184478, 0.998839)
bones/11/scale = Vector3(1, 1, 1)
bones/12/rotation = Quaternion(-0.652949, -0.0462559, 0.0164149, 0.75581)
bones/12/scale = Vector3(1, 1, 1)
bones/13/rotation = Quaternion(0.708387, 0.0281323, -0.0282804, 0.704696) bones/13/rotation = Quaternion(0.708387, 0.0281323, -0.0282804, 0.704696)
bones/13/scale = Vector3(1.00001, 1, 1)
bones/14/position = Vector3(-1.15858e-08, -1.06171e-07, -2.14932e-08) bones/14/position = Vector3(-1.15858e-08, -1.06171e-07, -2.14932e-08)
bones/15/rotation = Quaternion(-0.00491283, -1.97391e-12, -0.00174135, 0.999986) bones/15/rotation = Quaternion(-0.00357896, 8.04812e-12, -0.00142201, 0.999993)
bones/16/rotation = Quaternion(6.29205e-08, 0.00491284, 0.999986, 0.00174135) bones/16/rotation = Quaternion(6.29359e-08, 0.00357897, 0.999993, 0.00142201)
bones/16/scale = Vector3(1, 0.920202, 1) bones/16/scale = Vector3(1, 0.93634, 1)
bones/17/position = Vector3(-0.112065, 0.454894, 0.636137) bones/17/position = Vector3(-0.113312, 0.455029, 0.62478)
bones/17/rotation = Quaternion(0.725118, -0.0263318, 0.688075, 0.0079525) bones/17/rotation = Quaternion(0.724724, -0.0272173, 0.688467, 0.00689859)
bones/17/scale = Vector3(1, 1, 1) bones/17/scale = Vector3(1, 1, 1)
bones/18/position = Vector3(-0.183301, 0.0320629, 0.168592) bones/18/position = Vector3(-0.183301, 0.0320629, 0.168592)
bones/19/position = Vector3(-0.139509, 0.762565, -0.0327985) bones/19/position = Vector3(-0.139509, 0.766546, -0.0328932)
bones/19/rotation = Quaternion(0.998093, -0.0408963, -0.0408964, 0.0215775) bones/19/rotation = Quaternion(0.998093, -0.0408963, -0.0408964, 0.0215775)
bones/21/rotation = Quaternion(0.0416217, 0.0157768, -0.0184478, 0.998839)
bones/21/scale = Vector3(1, 1, 1)
bones/22/rotation = Quaternion(-0.652949, 0.0462559, -0.0164149, 0.75581)
bones/22/scale = Vector3(1, 1, 1)
bones/23/rotation = Quaternion(-0.000598773, 0.707794, -0.706419, -0.000599891) bones/23/rotation = Quaternion(-0.000598773, 0.707794, -0.706419, -0.000599891)
bones/23/scale = Vector3(1, 1, 1)
bones/24/position = Vector3(4.38533e-08, -1.0943e-08, 8.31342e-08) bones/24/position = Vector3(4.38533e-08, -1.0943e-08, 8.31342e-08)
bones/25/rotation = Quaternion(-0.167768, -1.29052e-09, 0.128121, 0.977465) bones/25/rotation = Quaternion(-0.167741, -1.93058e-09, 0.129801, 0.977248)
bones/26/rotation = Quaternion(-7.62238e-09, 0.167768, 0.977465, -0.128122) bones/26/rotation = Quaternion(-7.62409e-09, 0.167741, 0.977248, -0.129801)
bones/26/scale = Vector3(1, 0.749685, 1) bones/26/scale = Vector3(1, 0.750546, 1)
bones/27/position = Vector3(0.281916, 0.850408, -0.0317091) bones/27/position = Vector3(0.281916, 0.854388, -0.0318039)
bones/27/rotation = Quaternion(-0.00491779, 0.00628552, -0.706444, 0.707724) bones/27/rotation = Quaternion(-0.00491779, 0.00628552, -0.706444, 0.707724)
bones/31/position = Vector3(0.5143, 0.241987, 0.244877) bones/29/rotation = Quaternion(0.0146383, 1.06669e-06, 9.14342e-05, 0.999893)
bones/30/rotation = Quaternion(-0.00671585, 1.88861e-09, -0.000988972, 0.999977)
bones/31/position = Vector3(0.507737, 0.241987, 0.244877)
bones/31/rotation = Quaternion(0.843504, -0.245402, -0.115874, 0.463522) bones/31/rotation = Quaternion(0.843504, -0.245402, -0.115874, 0.463522)
bones/34/position = Vector3(0.448643, 0.341106, 0.148042) bones/34/position = Vector3(0.44208, 0.341106, 0.148042)
bones/34/rotation = Quaternion(0.609001, -0.646138, 0.171796, 0.426743) bones/34/rotation = Quaternion(0.609001, -0.646138, 0.171796, 0.426743)
bones/34/scale = Vector3(1, 1, 1)
bones/37/scale = Vector3(1, 1, 1)
bones/38/position = Vector3(-4.38533e-08, -1.07102e-08, 8.31342e-08) bones/38/position = Vector3(-4.38533e-08, -1.07102e-08, 8.31342e-08)
bones/39/rotation = Quaternion(-0.167768, 1.12166e-09, -0.128121, 0.977466) bones/39/rotation = Quaternion(-0.167741, 1.4418e-09, -0.129801, 0.977249)
bones/40/rotation = Quaternion(-1.38771e-07, 0.167768, 0.977466, 0.128122) bones/40/rotation = Quaternion(-1.38162e-07, 0.167741, 0.977248, 0.129801)
bones/40/scale = Vector3(1, 0.749685, 1) bones/40/scale = Vector3(1, 0.750546, 1)
bones/41/position = Vector3(-0.281916, 0.850408, -0.0317091) bones/41/position = Vector3(-0.281916, 0.854388, -0.0318039)
bones/41/rotation = Quaternion(-0.00491779, -0.00628552, 0.706444, 0.707724) bones/41/rotation = Quaternion(-0.00491779, -0.00628552, 0.706444, 0.707724)
bones/45/position = Vector3(-0.5143, 0.241987, 0.244877) bones/43/rotation = Quaternion(0.0146383, -1.06669e-06, -9.14342e-05, 0.999893)
bones/44/rotation = Quaternion(-0.00671585, -1.88861e-09, 0.000988972, 0.999977)
bones/45/position = Vector3(-0.507737, 0.241987, 0.244877)
bones/45/rotation = Quaternion(0.843504, 0.245402, 0.115874, 0.463522) bones/45/rotation = Quaternion(0.843504, 0.245402, 0.115874, 0.463522)
bones/48/position = Vector3(-0.448643, 0.341106, 0.148042) bones/48/position = Vector3(-0.44208, 0.341106, 0.148042)
bones/48/rotation = Quaternion(0.609001, 0.646138, -0.171796, 0.426743) bones/48/rotation = Quaternion(0.609001, 0.646138, -0.171796, 0.426743)
bones/53/position = Vector3(4.05372e-15, 0.339032, 0.836685) bones/48/scale = Vector3(1, 1, 1)
bones/53/position = Vector3(3.34954e-15, 0.339126, 0.840665)
bones/53/rotation = Quaternion(1, -8.60132e-15, -7.54979e-08, -3.46312e-07) bones/53/rotation = Quaternion(1, -8.60132e-15, -7.54979e-08, -3.46312e-07)
bones/54/position = Vector3(1.57101e-14, 0.229484, -4.30948e-08) bones/54/position = Vector3(1.57101e-14, 0.229484, -4.30948e-08)
bones/54/rotation = Quaternion(-2.59734e-07, 3.17865e-08, 1.13533e-14, 1)
bones/55/position = Vector3(-1.28961e-14, 0.229484, -1.08855e-07) bones/55/position = Vector3(-1.28961e-14, 0.229484, -1.08855e-07)
bones/55/rotation = Quaternion(-3.46312e-07, -7.10543e-15, 1.75445e-14, 1) bones/55/rotation = Quaternion(-3.46312e-07, -7.10543e-15, 1.75445e-14, 1)
bones/63/rotation = Quaternion(-0.0880186, -0.00704466, -0.00391866, 0.996086) bones/62/rotation = Quaternion(0.690501, 0.0578362, 5.94173e-08, 0.721016)
bones/64/rotation = Quaternion(0.202308, -0.0125921, 0.0207526, 0.979021) bones/63/rotation = Quaternion(-0.0701637, -0.00663853, -0.00314555, 0.997509)
bones/64/rotation = Quaternion(0.169977, -0.0132683, 0.0203269, 0.985149)
bones/64/scale = Vector3(1, 1, 1)
bones/65/position = Vector3(-3.52642e-08, 0.386825, -1.78805e-08) bones/65/position = Vector3(-3.52642e-08, 0.386825, -1.78805e-08)
bones/65/rotation = Quaternion(-0.706769, -0.0418857, 0.0224403, 0.705847) bones/65/rotation = Quaternion(-0.696115, -0.0419782, 0.0218206, 0.71637)
bones/65/scale = Vector3(1, 1, 1)
bones/66/position = Vector3(2.88016e-08, 0.205455, 4.80561e-09) bones/66/position = Vector3(2.88016e-08, 0.205455, 4.80561e-09)
bones/66/rotation = Quaternion(-0.0932356, -7.75849e-08, 0.00172522, 0.995643) bones/66/rotation = Quaternion(-0.0932356, -7.75849e-08, 0.00172522, 0.995643)
bones/67/rotation = Quaternion(0.0549193, -2.74158e-05, -0.00101757, 0.99849)
bones/67/scale = Vector3(1, 1, 1)
bones/68/position = Vector3(1.36182e-08, 0.143821, -1.3902e-09) bones/68/position = Vector3(1.36182e-08, 0.143821, -1.3902e-09)
bones/69/rotation = Quaternion(0.0549193, -2.74866e-05, -0.00101776, 0.99849) bones/69/rotation = Quaternion(0.0549193, -2.74866e-05, -0.00101776, 0.99849)
bones/69/scale = Vector3(1, 1, 1)
bones/70/position = Vector3(1.36182e-08, 0.143821, -1.3902e-09) bones/70/position = Vector3(1.36182e-08, 0.143821, -1.3902e-09)
bones/70/rotation = Quaternion(7.4541e-09, -0.000163676, -4.41826e-11, 1) bones/70/rotation = Quaternion(7.4541e-09, -0.000163676, -4.41826e-11, 1)
bones/71/rotation = Quaternion(0.27642, 0.0612464, -0.0075374, 0.959054) bones/71/rotation = Quaternion(0.272285, 0.0611729, -0.00716009, 0.960244)
bones/71/scale = Vector3(1, 1, 1)
bones/72/rotation = Quaternion(0.466077, 0.0558265, -0.0107742, 0.882915)
bones/72/scale = Vector3(1, 1, 1)
bones/74/position = Vector3(-2.60188e-08, 0.128942, -1.53668e-08) bones/74/position = Vector3(-2.60188e-08, 0.128942, -1.53668e-08)
bones/74/rotation = Quaternion(-7.39819e-08, 0.0131227, 7.91839e-09, 0.999914) bones/74/rotation = Quaternion(-7.39819e-08, 0.0131227, 7.91839e-09, 0.999914)
bones/75/position = Vector3(-3.25963e-09, -4.61587e-08, 9.31323e-10) bones/75/position = Vector3(-3.25963e-09, -4.61587e-08, 9.31323e-10)
bones/76/position = Vector3(-6.05361e-09, -1.19326e-08, -9.31322e-10) bones/76/position = Vector3(-6.05361e-09, -1.19326e-08, -9.31322e-10)
bones/76/rotation = Quaternion(2.82307e-08, 3.87082e-09, 1.89466e-08, 1) bones/76/rotation = Quaternion(2.82307e-08, 3.87082e-09, 1.89466e-08, 1)
bones/77/position = Vector3(-3.25963e-09, 0.257883, -7.45058e-09) bones/77/position = Vector3(-3.25963e-09, 0.257883, -7.45058e-09)
bones/77/rotation = Quaternion(2.44444e-06, 0.0091619, 5.74426e-07, 0.999958) bones/77/rotation = Quaternion(7.04858e-07, 0.00987304, 2.17097e-07, 0.999951)
bones/78/position = Vector3(3.6438e-08, 6.0536e-09, -1.86265e-09) bones/78/position = Vector3(3.6438e-08, 6.0536e-09, -1.86265e-09)
bones/79/position = Vector3(3.31784e-08, 1.47848e-08, -9.31323e-10) bones/79/position = Vector3(3.31784e-08, 1.47848e-08, -9.31323e-10)
bones/79/rotation = Quaternion(7.70669e-08, -8.64382e-09, -4.5431e-08, 1) bones/79/rotation = Quaternion(7.70669e-08, -8.64382e-09, -4.5431e-08, 1)
bones/80/position = Vector3(-3.69553e-10, 1.48274e-08, -3.17964e-09) bones/80/position = Vector3(-3.69553e-10, 1.48274e-08, -3.17964e-09)
bones/80/rotation = Quaternion(-0.0922601, 0.0165476, -0.0098264, 0.995549) bones/80/rotation = Quaternion(-0.0774143, 0.0164492, -0.00951646, 0.996818)
bones/81/rotation = Quaternion(1.65871e-08, 0.707107, -1.75338e-08, 0.707107)
bones/82/position = Vector3(1.52717e-08, -3.24731e-08, -5.63805e-09) bones/82/position = Vector3(1.52717e-08, -3.24731e-08, -5.63805e-09)
bones/82/rotation = Quaternion(-0.0189144, 0.0160251, -0.00838864, 0.999658)
bones/83/position = Vector3(-3.84171e-09, 2.49001e-08, -6.66134e-16) bones/83/position = Vector3(-3.84171e-09, 2.49001e-08, -6.66134e-16)
bones/84/rotation = Quaternion(2.14786e-06, 0.00632204, 1.51723e-07, 0.99998) bones/84/rotation = Quaternion(1.47224e-06, 0.00520774, 1.01464e-07, 0.999987)
bones/85/rotation = Quaternion(-1.14052e-06, -6.17004e-09, -6.2806e-08, 1) bones/85/rotation = Quaternion(-1.14052e-06, -6.17004e-09, -6.2806e-08, 1)
bones/85/scale = Vector3(1, 1, 1) bones/85/scale = Vector3(1, 1, 1)
bones/86/rotation = Quaternion(8.14906e-10, 2.85218e-09, -2.73576e-09, 1) bones/86/rotation = Quaternion(8.14906e-10, 2.85218e-09, -2.73576e-09, 1)
bones/86/scale = Vector3(1, 0.999999, 1) bones/86/scale = Vector3(1, 0.999999, 1)
bones/87/rotation = Quaternion(-2.04891e-08, -1.47265e-08, -1.04134e-07, 1) bones/87/rotation = Quaternion(-2.04891e-08, -1.47265e-08, -1.04134e-07, 1)
bones/88/rotation = Quaternion(0.202031, -0.0127047, 0.0233343, 0.979019) bones/88/rotation = Quaternion(0.169724, -0.0133593, 0.0223989, 0.985147)
bones/88/scale = Vector3(1, 1, 1) bones/88/scale = Vector3(1, 1, 1)
bones/89/rotation = Quaternion(7.7649e-08, -5.07862e-08, -1.07335e-07, 1) bones/89/rotation = Quaternion(7.7649e-08, -5.07862e-08, -1.07335e-07, 1)
bones/90/rotation = Quaternion(-5.47734e-08, 5.60831e-08, 1.09401e-07, 1) bones/90/rotation = Quaternion(-5.47734e-08, 5.60831e-08, 1.09401e-07, 1)
bones/91/rotation = Quaternion(-0.706941, -0.044522, 0.0162283, 0.705684) bones/91/rotation = Quaternion(-0.696266, -0.044828, 0.0163505, 0.716196)
bones/91/scale = Vector3(1, 1, 1) bones/91/scale = Vector3(1, 1, 1)
bones/92/rotation = Quaternion(-0.0932345, 4.34894e-06, 0.0017757, 0.995643) bones/92/rotation = Quaternion(-0.0932345, 4.34894e-06, 0.0017757, 0.995643)
bones/92/scale = Vector3(1, 0.999999, 1) bones/92/scale = Vector3(1, 0.999999, 1)
bones/93/position = Vector3(-2.11876e-08, 0.107384, 2.79397e-09) bones/93/position = Vector3(-2.11876e-08, 0.107384, 2.79397e-09)
bones/93/rotation = Quaternion(5.57413e-09, 0.00569052, 3.03907e-08, 0.999984) bones/93/rotation = Quaternion(-1.74851e-08, 0.00454843, 6.23293e-08, 0.99999)
bones/94/position = Vector3(2.00234e-08, -2.4098e-08, -1.86264e-09) bones/94/position = Vector3(2.00234e-08, -2.4098e-08, -1.86264e-09)
bones/95/position = Vector3(2.67755e-08, -5.59958e-08, -9.31323e-10) bones/95/position = Vector3(2.67755e-08, -5.59958e-08, -9.31323e-10)
bones/95/rotation = Quaternion(-5.12228e-09, -3.28873e-08, 1.04774e-08, 1) bones/95/rotation = Quaternion(-5.12228e-09, -3.28873e-08, 1.04774e-08, 1)
bones/96/position = Vector3(-2.44472e-09, 0.214768, 4.65661e-09) bones/96/position = Vector3(-2.44472e-09, 0.214768, 4.65661e-09)
bones/96/rotation = Quaternion(9.67008e-08, 0.00506662, 1.13527e-08, 0.999987) bones/96/rotation = Quaternion(2.22927e-07, 0.00441395, 3.93747e-08, 0.99999)
bones/97/position = Vector3(-1.01281e-08, -4.34229e-08, -9.31322e-10) bones/97/position = Vector3(-1.01281e-08, -4.34229e-08, -9.31322e-10)
bones/98/position = Vector3(4.65675e-10, -1.52504e-08, -6.66134e-16) bones/98/position = Vector3(4.65675e-10, -1.52504e-08, -6.66134e-16)
bones/98/rotation = Quaternion(-6.89178e-08, -1.68802e-08, -2.25846e-08, 1) bones/98/rotation = Quaternion(-6.89178e-08, -1.68802e-08, -2.25846e-08, 1)
bones/99/rotation = Quaternion(2.2365e-06, 0.00632205, 1.90833e-07, 0.99998) bones/99/rotation = Quaternion(1.51561e-06, 0.00520776, 1.40774e-07, 0.999987)
bones/100/rotation = Quaternion(-0.0880186, -0.00704466, -0.00391866, 0.996086) bones/100/rotation = Quaternion(-0.0701637, -0.00663853, -0.00314555, 0.997509)
bones/101/rotation = Quaternion(0.202308, -0.0125921, 0.0207526, 0.979021) bones/101/rotation = Quaternion(0.169977, -0.0132683, 0.0203269, 0.985149)
bones/102/rotation = Quaternion(0.111009, -0.00786486, 0.0119284, 0.993717) bones/101/scale = Vector3(1, 1, 1)
bones/102/scale = Vector3(1, 0.979581, 1) bones/102/rotation = Quaternion(0.0930984, -0.00805721, 0.0116168, 0.995557)
bones/102/scale = Vector3(1, 0.98519, 1)
bones/103/rotation = Quaternion(0.0226449, -0.00878254, 0.0102272, 0.999653) bones/103/rotation = Quaternion(0.0226449, -0.00878254, 0.0102272, 0.999653)
bones/103/scale = Vector3(1, 0.979581, 1) bones/103/scale = Vector3(1, 0.985189, 1)
bones/105/rotation = Quaternion(-0.0880182, 0.0070446, 0.00391855, 0.996086) bones/104/rotation = Quaternion(0.690501, -0.0578361, -1.03334e-07, 0.721016)
bones/106/rotation = Quaternion(0.202307, 0.0125921, -0.0207526, 0.979021) bones/104/scale = Vector3(1, 1, 1)
bones/105/rotation = Quaternion(-0.0701635, 0.00663849, 0.00314545, 0.997508)
bones/106/rotation = Quaternion(0.169977, 0.0132683, -0.0203269, 0.985149)
bones/106/scale = Vector3(1, 1, 1)
bones/107/position = Vector3(-3.67291e-09, 0.386825, -7.10854e-09) bones/107/position = Vector3(-3.67291e-09, 0.386825, -7.10854e-09)
bones/107/rotation = Quaternion(-0.706769, 0.0418857, -0.0224403, 0.705847) bones/107/rotation = Quaternion(-0.696115, 0.0419782, -0.0218205, 0.71637)
bones/107/scale = Vector3(1, 1, 1)
bones/108/position = Vector3(-2.61262e-08, 0.205455, -3.85884e-10) bones/108/position = Vector3(-2.61262e-08, 0.205455, -3.85884e-10)
bones/108/rotation = Quaternion(-0.0932356, 7.749e-08, -0.00172522, 0.995643) bones/108/rotation = Quaternion(-0.0932356, 7.749e-08, -0.00172522, 0.995643)
bones/109/scale = Vector3(1, 1, 1)
bones/111/rotation = Quaternion(0.0549193, 2.74856e-05, 0.00101776, 0.99849) bones/111/rotation = Quaternion(0.0549193, 2.74856e-05, 0.00101776, 0.99849)
bones/113/rotation = Quaternion(0.27642, -0.0612464, 0.0075374, 0.959054) bones/111/scale = Vector3(1, 1, 1)
bones/113/rotation = Quaternion(0.272285, -0.0611729, 0.00716006, 0.960244)
bones/113/scale = Vector3(1, 1, 1)
bones/114/rotation = Quaternion(0.466077, -0.0558265, 0.0107742, 0.882915)
bones/114/scale = Vector3(1, 1, 1)
bones/116/position = Vector3(8.32371e-09, 0.128941, 9.31326e-10) bones/116/position = Vector3(8.32371e-09, 0.128941, 9.31326e-10)
bones/116/rotation = Quaternion(-2.97018e-08, -0.0131227, 3.48104e-08, 0.999914) bones/116/rotation = Quaternion(-2.97018e-08, -0.0131227, 3.48104e-08, 0.999914)
bones/117/position = Vector3(-1.86264e-09, -3.89991e-08, 3.72529e-09) bones/117/position = Vector3(-1.86264e-09, -3.89991e-08, 3.72529e-09)
bones/118/position = Vector3(-1.16412e-09, -2.73576e-09, 5.58794e-09) bones/118/position = Vector3(-1.16412e-09, -2.73576e-09, 5.58794e-09)
bones/118/rotation = Quaternion(5.52973e-09, 8.99308e-09, -5.14847e-08, 1) bones/118/rotation = Quaternion(5.52973e-09, 8.99308e-09, -5.14847e-08, 1)
bones/119/position = Vector3(-1.74622e-09, 0.257883, 7.91624e-09) bones/119/position = Vector3(-1.74622e-09, 0.257883, 7.91624e-09)
bones/119/rotation = Quaternion(2.48583e-06, -0.00916189, -5.1613e-07, 0.999958) bones/119/rotation = Quaternion(6.6622e-07, -0.00987305, -1.363e-07, 0.999951)
bones/120/position = Vector3(-8.26549e-09, -1.24564e-08, -2.79397e-09) bones/120/position = Vector3(-8.26549e-09, -1.24564e-08, -2.79397e-09)
bones/121/position = Vector3(-9.66248e-09, -1.04773e-09, -2.79397e-09) bones/121/position = Vector3(-9.66248e-09, -1.04773e-09, -2.79397e-09)
bones/121/rotation = Quaternion(9.01055e-08, 1.89175e-08, -1.09431e-08, 1) bones/121/rotation = Quaternion(9.01055e-08, 1.89175e-08, -1.09431e-08, 1)
bones/122/position = Vector3(-4.20612e-09, -3.23389e-08, -2.99743e-09) bones/122/position = Vector3(-4.20612e-09, -3.23389e-08, -2.99743e-09)
bones/122/rotation = Quaternion(-0.0922601, -0.0165476, 0.00982641, 0.995549) bones/122/rotation = Quaternion(-0.0774143, -0.0164492, 0.00951645, 0.996818)
bones/123/scale = Vector3(1, 1, 1)
bones/124/position = Vector3(-5.77858e-09, -4.56626e-08, -4.87866e-09) bones/124/position = Vector3(-5.77858e-09, -4.56626e-08, -4.87866e-09)
bones/124/rotation = Quaternion(-0.0189144, -0.0160251, 0.00838864, 0.999658)
bones/125/position = Vector3(-5.3551e-09, 8.49764e-09, 2.3283e-10) bones/125/position = Vector3(-5.3551e-09, 8.49764e-09, 2.3283e-10)
bones/126/rotation = Quaternion(2.10744e-06, -0.006322, -1.51164e-07, 0.99998) bones/126/rotation = Quaternion(1.41779e-06, -0.00520771, -9.73937e-08, 0.999987)
bones/127/rotation = Quaternion(-1.05484e-06, 1.25147e-08, 7.22939e-08, 1) bones/127/rotation = Quaternion(-1.05484e-06, 1.25147e-08, 7.22939e-08, 1)
bones/127/scale = Vector3(0.999999, 1, 1) bones/127/scale = Vector3(0.999999, 1, 1)
bones/128/rotation = Quaternion(2.1304e-08, 1.57161e-09, 6.2224e-08, 1) bones/128/rotation = Quaternion(2.1304e-08, 1.57161e-09, 6.2224e-08, 1)
bones/128/scale = Vector3(1, 1, 1) bones/128/scale = Vector3(1, 1, 1)
bones/129/rotation = Quaternion(5.12227e-09, 1.30967e-08, -6.92671e-09, 1) bones/129/rotation = Quaternion(5.12227e-09, 1.30967e-08, -6.92671e-09, 1)
bones/129/scale = Vector3(1, 0.999999, 1) bones/129/scale = Vector3(1, 0.999999, 1)
bones/130/rotation = Quaternion(0.202031, 0.0127047, -0.0233342, 0.979019) bones/130/rotation = Quaternion(0.169723, 0.0133593, -0.0223989, 0.985147)
bones/130/scale = Vector3(1, 0.999999, 1) bones/130/scale = Vector3(1, 0.999999, 1)
bones/131/rotation = Quaternion(2.60188e-08, 5.09317e-08, 9.1124e-08, 1) bones/131/rotation = Quaternion(2.60188e-08, 5.09317e-08, 9.1124e-08, 1)
bones/131/scale = Vector3(1, 1, 1) bones/131/scale = Vector3(1, 1, 1)
bones/132/rotation = Quaternion(3.7253e-09, -5.59667e-08, -5.02914e-08, 1) bones/132/rotation = Quaternion(3.7253e-09, -5.59667e-08, -5.02914e-08, 1)
bones/132/scale = Vector3(1, 1, 1) bones/132/scale = Vector3(1, 1, 1)
bones/133/rotation = Quaternion(-0.706941, 0.044522, -0.0162283, 0.705684) bones/133/rotation = Quaternion(-0.696266, 0.044828, -0.0163504, 0.716196)
bones/133/scale = Vector3(1, 1, 1) bones/133/scale = Vector3(1, 1, 1)
bones/134/rotation = Quaternion(-0.0932345, -4.33605e-06, -0.0017757, 0.995643) bones/134/rotation = Quaternion(-0.0932345, -4.33605e-06, -0.0017757, 0.995643)
bones/134/scale = Vector3(1, 0.999999, 1) bones/134/scale = Vector3(1, 0.999999, 1)
bones/135/position = Vector3(7.45058e-09, 0.107384, 1.86265e-09) bones/135/position = Vector3(7.45058e-09, 0.107384, 1.86265e-09)
bones/135/rotation = Quaternion(1.50554e-07, -0.0056905, 1.53784e-08, 0.999984) bones/135/rotation = Quaternion(-2.12945e-08, -0.00454843, 7.76388e-08, 0.99999)
bones/136/position = Vector3(3.25963e-09, 1.69966e-08, -1.86264e-09) bones/136/position = Vector3(3.25963e-09, 1.69966e-08, -1.86264e-09)
bones/137/position = Vector3(2.32825e-10, -1.32713e-08, -2.22045e-16) bones/137/position = Vector3(2.32825e-10, -1.32713e-08, -2.22045e-16)
bones/137/rotation = Quaternion(4.17931e-08, -8.44012e-08, -3.69037e-08, 1) bones/137/rotation = Quaternion(4.17931e-08, -8.44012e-08, -3.69037e-08, 1)
bones/138/position = Vector3(2.56114e-09, 0.214768, 4.65661e-09) bones/138/position = Vector3(2.56114e-09, 0.214768, 4.65661e-09)
bones/138/rotation = Quaternion(-2.75384e-08, -0.00506662, 3.19592e-08, 0.999987) bones/138/rotation = Quaternion(-5.33713e-08, -0.00441395, 5.38634e-08, 0.99999)
bones/139/position = Vector3(1.04774e-08, -2.70084e-08, -2.79397e-09) bones/139/position = Vector3(1.04774e-08, -2.70084e-08, -2.79397e-09)
bones/140/position = Vector3(-2.32846e-10, -3.49246e-10, -1.86265e-09) bones/140/position = Vector3(-2.32846e-10, -3.49246e-10, -1.86265e-09)
bones/140/rotation = Quaternion(2.51457e-08, 1.36206e-08, 1.45521e-09, 1) bones/140/rotation = Quaternion(2.51457e-08, 1.36206e-08, 1.45521e-09, 1)
bones/141/rotation = Quaternion(2.12436e-06, -0.00632202, -2.14425e-07, 0.99998) bones/141/rotation = Quaternion(1.43846e-06, -0.00520772, -1.38742e-07, 0.999987)
bones/142/rotation = Quaternion(-0.0880182, 0.0070446, 0.00391855, 0.996086) bones/142/rotation = Quaternion(-0.0701635, 0.00663849, 0.00314545, 0.997508)
bones/143/rotation = Quaternion(0.202307, 0.0125921, -0.0207526, 0.979021) bones/143/rotation = Quaternion(0.169977, 0.0132683, -0.0203269, 0.985149)
bones/144/rotation = Quaternion(0.111009, 0.00786486, -0.0119284, 0.993717) bones/143/scale = Vector3(1, 1, 1)
bones/144/scale = Vector3(1, 0.979581, 1) bones/144/rotation = Quaternion(0.0930983, 0.00805721, -0.0116168, 0.995557)
bones/144/scale = Vector3(1, 0.98519, 1)
bones/145/rotation = Quaternion(0.0226449, 0.00878252, -0.0102273, 0.999653) bones/145/rotation = Quaternion(0.0226449, 0.00878252, -0.0102273, 0.999653)
bones/145/scale = Vector3(1, 0.979582, 1) bones/145/scale = Vector3(1, 0.98519, 1)
bones/147/rotation = Quaternion(-0.225584, 0.336607, -0.356087, 0.842027) bones/147/rotation = Quaternion(-0.22301, 0.338513, -0.361257, 0.839743)
bones/148/rotation = Quaternion(0.814934, 7.43642e-05, 5.32438e-05, 0.579554) bones/148/rotation = Quaternion(0.814934, 7.43642e-05, 5.32438e-05, 0.579554)
bones/149/position = Vector3(-1.07735e-07, 0.494896, 3.85158e-05) bones/149/position = Vector3(-1.07735e-07, 0.494896, 3.85158e-05)
bones/149/rotation = Quaternion(0.116657, 0.831374, 0.0550155, 0.540538) bones/149/rotation = Quaternion(0.113109, 0.834608, 0.0538738, 0.536408)
bones/151/position = Vector3(1.36807e-08, 2.24339e-08, -1.37479e-08) bones/151/position = Vector3(1.36807e-08, 2.24339e-08, -1.37479e-08)
bones/151/rotation = Quaternion(-0.0746678, -5.4573e-05, 0.00108262, 0.997208) bones/151/rotation = Quaternion(-0.0741206, -6.05079e-05, 0.0024611, 0.997246)
bones/151/scale = Vector3(1, 1, 1)
bones/152/rotation = Quaternion(1.02442e-08, 6.74359e-06, -3.34531e-08, 1) bones/152/rotation = Quaternion(1.02442e-08, 6.74359e-06, -3.34531e-08, 1)
bones/153/rotation = Quaternion(0.00456637, 6.17241e-07, 0.000672086, 0.999989)
bones/153/scale = Vector3(1, 1, 1)
bones/154/position = Vector3(4.55475e-09, 3.55358e-08, 7.33417e-09) bones/154/position = Vector3(4.55475e-09, 3.55358e-08, 7.33417e-09)
bones/166/rotation = Quaternion(0.0388408, 0.0198681, 0.524688, 0.850176)
bones/166/scale = Vector3(1, 1, 1)
bones/171/rotation = Quaternion(4.65661e-10, 4.36557e-08, 5.31145e-09, 1)
bones/173/rotation = Quaternion(-3.21306e-08, 1.49012e-08, 1.10622e-06, 1)
bones/177/position = Vector3(-3.56486e-08, 0.164965, 1.28221e-05) bones/177/position = Vector3(-3.56486e-08, 0.164965, 1.28221e-05)
bones/177/rotation = Quaternion(2.35552e-05, 0.323823, 8.21039e-06, 0.946118) bones/177/rotation = Quaternion(2.3418e-05, 0.325567, 8.19147e-06, 0.945519)
bones/178/position = Vector3(0.0658124, -0.0797506, -0.0365105) bones/178/position = Vector3(0.0658124, -0.0797506, -0.0365105)
bones/179/position = Vector3(0.0658124, -0.0797506, -0.0365105) bones/179/position = Vector3(0.0658124, -0.0797506, -0.0365105)
bones/179/rotation = Quaternion(-0.0682938, 1.37323e-07, -0.122666, 0.990095) bones/179/rotation = Quaternion(-0.069207, 1.48301e-07, -0.122154, 0.990095)
bones/180/position = Vector3(-4.18369e-08, 0.32993, 2.56432e-05) bones/180/position = Vector3(-4.18369e-08, 0.32993, 2.56432e-05)
bones/180/rotation = Quaternion(1.9509e-05, 0.613922, 1.53406e-05, 0.789367) bones/180/rotation = Quaternion(1.94438e-05, 0.61677, 1.53e-05, 0.787144)
bones/181/position = Vector3(0.0811552, -0.0461419, 0.0126689) bones/181/position = Vector3(0.0811552, -0.0461419, 0.0126689)
bones/182/position = Vector3(0.0811552, -0.0461419, 0.0126689) bones/182/position = Vector3(0.0811552, -0.0461419, 0.0126689)
bones/182/rotation = Quaternion(-0.0148716, 1.19001e-07, 0.0894861, 0.995877) bones/182/rotation = Quaternion(-0.0148716, 1.19001e-07, 0.0894861, 0.995877)
bones/183/position = Vector3(-6.65803e-08, 5.7527e-08, -4.60477e-08) bones/183/position = Vector3(-6.65803e-08, 5.7527e-08, -4.60477e-08)
bones/183/rotation = Quaternion(-0.545605, -0.00100119, -0.135718, 0.826979) bones/183/rotation = Quaternion(-0.545691, -0.000994017, -0.134769, 0.827078)
bones/183/scale = Vector3(1, 1, 1)
bones/184/rotation = Quaternion(-0.00756344, -7.25003e-07, -4.72928e-05, 0.999971)
bones/184/scale = Vector3(1, 1, 1)
bones/185/position = Vector3(3.64525e-09, 4.06653e-08, 8.95234e-08) bones/185/position = Vector3(3.64525e-09, 4.06653e-08, 8.95234e-08)
bones/186/rotation = Quaternion(-7.34028e-08, -0.335629, -4.81654e-08, 0.941994) bones/186/rotation = Quaternion(-6.4843e-08, -0.338083, -3.75919e-08, 0.941116)
bones/187/rotation = Quaternion(-0.0584821, -9.28563e-09, 0.124287, 0.990521) bones/187/rotation = Quaternion(-0.0577918, 3.74986e-09, 0.124609, 0.990522)
bones/187/scale = Vector3(1, 1.18887, 1) bones/187/scale = Vector3(1, 1.18887, 1)
bones/188/rotation = Quaternion(0.0481573, 0.0270955, -0.104913, 0.992945) bones/188/rotation = Quaternion(0.04877, 0.0270956, -0.10463, 0.992945)
bones/188/scale = Vector3(0.994011, 0.864314, 0.99845) bones/188/scale = Vector3(0.994011, 0.864314, 0.99845)
bones/189/rotation = Quaternion(0.120685, 0.0246303, -0.20067, 0.971885) bones/189/rotation = Quaternion(0.120007, 0.0246304, -0.201027, 0.971895)
bones/189/scale = Vector3(0.997495, 0.906595, 0.99911) bones/189/scale = Vector3(0.997495, 0.906595, 0.99911)
bones/190/rotation = Quaternion(0.297644, 0.074969, -0.299408, 0.903406) bones/190/rotation = Quaternion(0.296624, 0.0749748, -0.299652, 0.90366)
bones/190/scale = Vector3(1.02228, 0.709667, 1.02989) bones/190/scale = Vector3(1.02228, 0.709667, 1.02989)
bones/191/rotation = Quaternion(0.323635, 0.116081, -0.106141, 0.933016) bones/191/rotation = Quaternion(0.323474, 0.1161, -0.107471, 0.932918)
bones/191/scale = Vector3(1.00853, 1.5482, 1.20084) bones/191/scale = Vector3(1.00924, 1.54751, 1.20053)
bones/192/rotation = Quaternion(0.173166, 0.179313, 0.0509453, 0.967091) bones/192/rotation = Quaternion(0.17319, 0.179346, 0.0486008, 0.967201)
bones/192/scale = Vector3(0.995786, 1.18077, 0.985629) bones/192/scale = Vector3(0.995993, 1.17996, 0.985545)
bones/193/rotation = Quaternion(-0.0758997, 0.180991, -0.0403843, 0.97972) bones/193/rotation = Quaternion(-0.0797844, 0.181052, -0.0356977, 0.979582)
bones/193/scale = Vector3(0.997206, 0.716644, 0.996449) bones/193/scale = Vector3(0.997541, 0.718233, 0.995879)
bones/194/position = Vector3(1.85901e-08, 0.176364, 1.38534e-08) bones/194/position = Vector3(1.85901e-08, 0.176364, 1.38534e-08)
bones/194/rotation = Quaternion(-1.26659e-07, -0.259029, 5.39792e-08, 0.96587) bones/194/rotation = Quaternion(-1.15719e-07, -0.26095, 4.55973e-08, 0.965352)
bones/195/position = Vector3(-0.0470743, 0.0253987, -0.0322391) bones/195/position = Vector3(-0.0470743, 0.0253987, -0.0322391)
bones/196/position = Vector3(-0.0470743, 0.0253987, -0.0322391) bones/196/position = Vector3(-0.0470743, 0.0253987, -0.0322391)
bones/196/rotation = Quaternion(-0.049749, -3.94265e-08, 0.0701716, 0.996294) bones/196/rotation = Quaternion(-0.0491665, -2.65327e-08, 0.0705796, 0.996294)
bones/197/position = Vector3(1.38389e-08, 0.352729, -3.46918e-08) bones/197/position = Vector3(1.38389e-08, 0.352729, -3.46918e-08)
bones/197/rotation = Quaternion(-2.16544e-07, -0.161537, 1.43834e-08, 0.986867) bones/197/rotation = Quaternion(-1.90284e-07, -0.162673, -1.36906e-08, 0.98668)
bones/198/position = Vector3(-0.045366, 0.0281271, -0.0482924) bones/198/position = Vector3(-0.045366, 0.0281271, -0.0482924)
bones/199/position = Vector3(-0.045366, 0.028127, -0.0482924) bones/199/position = Vector3(-0.045366, 0.028127, -0.0482924)
bones/199/rotation = Quaternion(0.0618456, -7.21245e-08, -0.0600165, 0.99628) bones/199/rotation = Quaternion(0.0623385, -5.50647e-08, -0.059502, 0.99628)
bones/200/rotation = Quaternion(-0.136614, -0.332448, 0.0142593, 0.933066) bones/200/rotation = Quaternion(-0.136702, -0.334879, 0.0133591, 0.932196)
bones/201/rotation = Quaternion(-0.225584, 0.336607, -0.356087, 0.842027) bones/201/rotation = Quaternion(-0.22301, 0.338513, -0.361257, 0.839743)
bones/202/rotation = Quaternion(0.814934, 7.43642e-05, 5.32438e-05, 0.579554) bones/202/rotation = Quaternion(0.814934, 7.43642e-05, 5.32438e-05, 0.579554)
bones/203/rotation = Quaternion(0.48652, 0.810512, -0.0966311, 0.311497) bones/203/rotation = Quaternion(0.492272, 0.808787, -0.0963093, 0.307013)
bones/203/scale = Vector3(1, 0.580216, 1) bones/203/scale = Vector3(1, 0.580216, 1)
bones/205/rotation = Quaternion(-0.225584, -0.336607, 0.356087, 0.842027) bones/204/rotation = Quaternion(-0.503914, 0.495087, 0.503976, 0.496959)
bones/204/scale = Vector3(1, 1, 1)
bones/205/rotation = Quaternion(-0.22301, -0.338513, 0.361257, 0.839743)
bones/206/rotation = Quaternion(0.814934, -7.43829e-05, -5.32325e-05, 0.579554) bones/206/rotation = Quaternion(0.814934, -7.43829e-05, -5.32325e-05, 0.579554)
bones/207/position = Vector3(-1.15469e-08, 0.494896, 3.84836e-05) bones/207/position = Vector3(-1.15469e-08, 0.494896, 3.84836e-05)
bones/207/rotation = Quaternion(0.116657, -0.831374, -0.0550155, 0.540539) bones/207/rotation = Quaternion(0.113109, -0.834608, -0.0538739, 0.536408)
bones/209/position = Vector3(-1.33819e-08, -1.53429e-08, 2.13007e-08) bones/209/position = Vector3(-1.33819e-08, -1.53429e-08, 2.13007e-08)
bones/209/rotation = Quaternion(-0.0746677, 5.45884e-05, -0.00108261, 0.997208) bones/209/rotation = Quaternion(-0.0741205, 6.05174e-05, -0.00246115, 0.997246)
bones/209/scale = Vector3(1, 1, 1)
bones/210/rotation = Quaternion(1.02442e-08, -6.74359e-06, 3.34531e-08, 1) bones/210/rotation = Quaternion(1.02442e-08, -6.74359e-06, 3.34531e-08, 1)
bones/211/rotation = Quaternion(0.00456637, -6.17241e-07, -0.000672086, 0.999989)
bones/211/scale = Vector3(1, 1, 1)
bones/212/position = Vector3(2.54804e-08, 1.29512e-08, 1.10595e-08) bones/212/position = Vector3(2.54804e-08, 1.29512e-08, 1.10595e-08)
bones/224/rotation = Quaternion(0.0388408, -0.0198681, -0.524688, 0.850176)
bones/224/scale = Vector3(1, 1, 1)
bones/229/rotation = Quaternion(4.65661e-10, -4.36557e-08, -5.31145e-09, 1)
bones/231/rotation = Quaternion(-3.21306e-08, -1.49012e-08, -1.10622e-06, 1)
bones/235/position = Vector3(2.81981e-08, 0.164965, 1.28519e-05) bones/235/position = Vector3(2.81981e-08, 0.164965, 1.28519e-05)
bones/235/rotation = Quaternion(2.35432e-05, -0.323823, -7.86162e-06, 0.946118) bones/235/rotation = Quaternion(2.34523e-05, -0.325567, -7.9011e-06, 0.945519)
bones/236/position = Vector3(-0.0658125, -0.0797506, -0.0365105) bones/236/position = Vector3(-0.0658125, -0.0797506, -0.0365105)
bones/237/position = Vector3(-0.0658125, -0.0797506, -0.0365105) bones/237/position = Vector3(-0.0658125, -0.0797506, -0.0365105)
bones/237/rotation = Quaternion(-0.0682938, -1.53488e-07, 0.122666, 0.990096) bones/237/rotation = Quaternion(-0.0692069, -1.46169e-07, 0.122154, 0.990095)
bones/238/position = Vector3(6.7914e-08, 0.32993, 2.5632e-05) bones/238/position = Vector3(6.7914e-08, 0.32993, 2.5632e-05)
bones/238/rotation = Quaternion(1.95917e-05, -0.613922, -1.52815e-05, 0.789367) bones/238/rotation = Quaternion(1.96454e-05, -0.61677, -1.52616e-05, 0.787144)
bones/239/position = Vector3(-0.0811552, -0.0461419, 0.0126689) bones/239/position = Vector3(-0.0811552, -0.0461419, 0.0126689)
bones/240/position = Vector3(-0.0811551, -0.0461419, 0.0126689) bones/240/position = Vector3(-0.0811551, -0.0461419, 0.0126689)
bones/240/rotation = Quaternion(-0.0148717, -1.07838e-07, -0.0894859, 0.995877) bones/240/rotation = Quaternion(-0.0148717, -1.07838e-07, -0.0894859, 0.995877)
bones/241/position = Vector3(-7.9269e-09, 7.26937e-08, -1.27491e-08) bones/241/position = Vector3(-7.9269e-09, 7.26937e-08, -1.27491e-08)
bones/241/rotation = Quaternion(-0.545605, 0.00100119, 0.135718, 0.826979) bones/241/rotation = Quaternion(-0.545692, 0.000994017, 0.134768, 0.827078)
bones/241/scale = Vector3(1, 1, 1)
bones/242/rotation = Quaternion(-0.00756344, 7.24974e-07, 4.72928e-05, 0.999971)
bones/242/scale = Vector3(1, 1, 1)
bones/243/position = Vector3(5.59594e-08, 2.55313e-08, 2.23517e-08) bones/243/position = Vector3(5.59594e-08, 2.55313e-08, 2.23517e-08)
bones/244/rotation = Quaternion(-1.44691e-08, 0.335629, 7.44452e-10, 0.941994) bones/244/rotation = Quaternion(-1.78199e-08, 0.338083, 1.42759e-09, 0.941116)
bones/245/rotation = Quaternion(-0.0584821, 8.71533e-09, -0.124287, 0.990521) bones/245/rotation = Quaternion(-0.0577916, -1.79287e-09, -0.124609, 0.990522)
bones/245/scale = Vector3(1, 1.18887, 1) bones/245/scale = Vector3(1, 1.18887, 1)
bones/246/rotation = Quaternion(0.0435101, 0.0270641, 0.102108, 0.993453) bones/246/rotation = Quaternion(0.0441371, 0.0270641, 0.101786, 0.993458)
bones/246/scale = Vector3(0.993998, 0.863624, 0.999039) bones/246/scale = Vector3(0.993998, 0.863624, 0.999039)
bones/247/rotation = Quaternion(0.0984591, -0.0245843, 0.220903, 0.970002) bones/247/rotation = Quaternion(0.0977266, -0.024584, 0.221214, 0.970005)
bones/247/scale = Vector3(0.996973, 0.910928, 0.99941) bones/247/scale = Vector3(0.996973, 0.910928, 0.99941)
bones/248/rotation = Quaternion(0.267062, -0.0749669, 0.322179, 0.905129) bones/248/rotation = Quaternion(0.266003, -0.0749732, 0.322297, 0.905398)
bones/248/scale = Vector3(1.0252, 0.709469, 1.02345) bones/248/scale = Vector3(1.0252, 0.709469, 1.02345)
bones/249/rotation = Quaternion(0.317118, -0.116421, 0.146225, 0.929785) bones/249/rotation = Quaternion(0.316865, -0.116422, 0.147475, 0.929674)
bones/249/scale = Vector3(1.02054, 1.53956, 1.19468) bones/249/scale = Vector3(1.02099, 1.53928, 1.19442)
bones/250/rotation = Quaternion(0.172536, -0.179605, -0.0291653, 0.968051) bones/250/rotation = Quaternion(0.172328, -0.179637, -0.0268643, 0.968149)
bones/250/scale = Vector3(0.997641, 1.17435, 0.984998) bones/250/scale = Vector3(0.99779, 1.1736, 0.984952)
bones/251/rotation = Quaternion(-0.0867132, -0.232284, 0.0218511, 0.968528) bones/251/rotation = Quaternion(-0.0902376, -0.232366, 0.0169388, 0.968285)
bones/251/scale = Vector3(0.998133, 0.723532, 0.995078) bones/251/scale = Vector3(0.9984, 0.72533, 0.994422)
bones/252/position = Vector3(1.26696e-07, 0.176364, -8.87085e-08) bones/252/position = Vector3(1.26696e-07, 0.176364, -8.87085e-08)
bones/252/rotation = Quaternion(5.06731e-08, 0.259029, -9.40984e-08, 0.965869) bones/252/rotation = Quaternion(2.86682e-08, 0.26095, -1.12644e-07, 0.965352)
bones/253/position = Vector3(0.0470742, 0.0253987, -0.0322391) bones/253/position = Vector3(0.0470742, 0.0253987, -0.0322391)
bones/254/position = Vector3(0.0470742, 0.0253988, -0.0322391) bones/254/position = Vector3(0.0470742, 0.0253988, -0.0322391)
bones/254/rotation = Quaternion(-0.0497493, 3.80992e-08, -0.0701718, 0.996294) bones/254/rotation = Quaternion(-0.0491666, 9.60055e-09, -0.0705797, 0.996294)
bones/255/position = Vector3(6.06669e-08, 0.352729, -3.10829e-08) bones/255/position = Vector3(6.06669e-08, 0.352729, -3.10829e-08)
bones/255/rotation = Quaternion(1.61415e-07, 0.161537, -4.0141e-08, 0.986867) bones/255/rotation = Quaternion(1.15431e-07, 0.162673, -6.88488e-08, 0.98668)
bones/256/position = Vector3(0.0453662, 0.0281271, -0.0482923) bones/256/position = Vector3(0.0453662, 0.0281271, -0.0482923)
bones/257/position = Vector3(0.0453661, 0.028127, -0.0482923) bones/257/position = Vector3(0.0453661, 0.028127, -0.0482923)
bones/257/rotation = Quaternion(0.0618451, 7.7509e-08, 0.0600161, 0.99628) bones/257/rotation = Quaternion(0.0623383, 6.97065e-08, 0.0595018, 0.99628)
bones/258/rotation = Quaternion(-0.136614, 0.332448, -0.0142593, 0.933066) bones/258/rotation = Quaternion(-0.136702, 0.334879, -0.0133592, 0.932196)
bones/259/rotation = Quaternion(-0.225584, -0.336607, 0.356087, 0.842027) bones/259/rotation = Quaternion(-0.22301, -0.338513, 0.361257, 0.839743)
bones/260/rotation = Quaternion(0.814934, -7.43829e-05, -5.32325e-05, 0.579554) bones/260/rotation = Quaternion(0.814934, -7.43829e-05, -5.32325e-05, 0.579554)
bones/261/rotation = Quaternion(0.48652, -0.810512, 0.0966311, 0.311497) bones/261/rotation = Quaternion(0.492272, -0.808787, 0.0963093, 0.307013)
bones/261/scale = Vector3(1, 0.580216, 1) bones/261/scale = Vector3(1, 0.580216, 1)
bones/262/position = Vector3(-1.21964e-08, 0.0616701, -0.139511) bones/262/position = Vector3(-1.21964e-08, 0.0616701, -0.139511)
bones/262/rotation = Quaternion(-0.695299, 3.14162e-08, 3.03925e-08, 0.71872) bones/262/rotation = Quaternion(-0.695299, 3.14162e-08, 3.03925e-08, 0.71872)
@@ -570,7 +636,7 @@ bones/272/position = Vector3(-1.21964e-08, 0.0616701, -0.139511)
bones/272/rotation = Quaternion(-0.695299, 3.14162e-08, 3.03925e-08, 0.71872) bones/272/rotation = Quaternion(-0.695299, 3.14162e-08, 3.03925e-08, 0.71872)
bones/273/position = Vector3(5.10703e-15, 0.230976, -1.16472e-08) bones/273/position = Vector3(5.10703e-15, 0.230976, -1.16472e-08)
bones/273/rotation = Quaternion(-0.0311281, 1.19152e-07, -3.71076e-09, 0.999515) bones/273/rotation = Quaternion(-0.0311281, 1.19152e-07, -3.71076e-09, 0.999515)
bones/274/position = Vector3(-3.33067e-16, 0.224522, 0.846444) bones/274/position = Vector3(1.9984e-15, 0.22424, 0.834584)
bones/277/rotation = Quaternion(2.59734e-07, -8.74228e-08, 8.2323e-15, 1) bones/277/rotation = Quaternion(2.59734e-07, -8.74228e-08, 8.2323e-15, 1)
bones/278/rotation = Quaternion(-3.89601e-07, -7.10543e-15, 1.75954e-14, 1) bones/278/rotation = Quaternion(-3.89601e-07, -7.10543e-15, 1.75954e-14, 1)
bones/278/scale = Vector3(1, 1, 1) bones/278/scale = Vector3(1, 1, 1)
@@ -578,25 +644,34 @@ bones/279/rotation = Quaternion(-1.29867e-07, -3.55271e-15, 1.13533e-14, 1)
bones/279/scale = Vector3(1, 1, 1) bones/279/scale = Vector3(1, 1, 1)
bones/281/rotation = Quaternion(8.74228e-08, 8.65779e-08, 1, 1.69407e-21) bones/281/rotation = Quaternion(8.74228e-08, 8.65779e-08, 1, 1.69407e-21)
bones/283/rotation = Quaternion(0.995472, -1.03344e-08, -0.0184201, -0.0932516) bones/283/rotation = Quaternion(0.995472, -1.03344e-08, -0.0184201, -0.0932516)
bones/283/scale = Vector3(1, 1, 0.999995)
bones/284/rotation = Quaternion(-0.00444672, 0.995644, -0.0931348, -0.000255377) bones/284/rotation = Quaternion(-0.00444672, 0.995644, -0.0931348, -0.000255377)
bones/284/scale = Vector3(1, 1, 1)
bones/285/rotation = Quaternion(-0.0732337, 0.000863981, 0.0118871, 0.997244) bones/285/rotation = Quaternion(-0.0732337, 0.000863981, 0.0118871, 0.997244)
bones/285/scale = Vector3(1, 1, 1)
bones/288/rotation = Quaternion(-0.0932358, -3.07698e-08, 0.00172522, 0.995643) bones/288/rotation = Quaternion(-0.0932358, -3.07698e-08, 0.00172522, 0.995643)
bones/289/rotation = Quaternion(3.25963e-08, 2.17263e-15, 1, 1.39045e-15) bones/289/rotation = Quaternion(3.25963e-08, 2.17263e-15, 1, 1.39045e-15)
bones/290/rotation = Quaternion(3.1665e-08, -1.70334e-15, 1, 4.4403e-16) bones/290/rotation = Quaternion(3.1665e-08, -1.70334e-15, 1, 4.4403e-16)
bones/291/position = Vector3(0.000173845, 0.290832, -6.4288e-06) bones/291/position = Vector3(0.000173845, 0.290832, -6.4288e-06)
bones/291/rotation = Quaternion(-1.03274e-07, -0.0932359, 0.995643, 0.00172523) bones/291/rotation = Quaternion(-1.03274e-07, -0.0932359, 0.995643, 0.00172523)
bones/291/scale = Vector3(1, 1, 1)
bones/292/rotation = Quaternion(-1.39728e-07, 4.10728e-09, 1, -1.16415e-10) bones/292/rotation = Quaternion(-1.39728e-07, 4.10728e-09, 1, -1.16415e-10)
bones/293/rotation = Quaternion(0.995472, 1.03344e-08, 0.0184201, -0.0932516) bones/293/rotation = Quaternion(0.995472, 1.03344e-08, 0.0184201, -0.0932516)
bones/293/scale = Vector3(1, 1, 0.999995)
bones/294/rotation = Quaternion(-0.0931348, -0.000255354, -0.00444673, 0.995644)
bones/294/scale = Vector3(1, 1, 1)
bones/295/rotation = Quaternion(-0.0732337, -0.000863981, -0.0118871, 0.997244) bones/295/rotation = Quaternion(-0.0732337, -0.000863981, -0.0118871, 0.997244)
bones/295/scale = Vector3(1, 1, 1)
bones/298/rotation = Quaternion(-0.0932358, 3.07698e-08, -0.00172522, 0.995643) bones/298/rotation = Quaternion(-0.0932358, 3.07698e-08, -0.00172522, 0.995643)
bones/299/rotation = Quaternion(-9.31324e-10, 1.7229e-15, 1, -1.83186e-15) bones/299/rotation = Quaternion(-9.31324e-10, 1.7229e-15, 1, -1.83186e-15)
bones/300/rotation = Quaternion(1.07553e-15, -1.68127e-15, 1, -8.88167e-16) bones/300/rotation = Quaternion(1.07553e-15, -1.68127e-15, 1, -8.88167e-16)
bones/301/position = Vector3(-0.000173845, 0.290832, -6.4288e-06) bones/301/position = Vector3(-0.000173845, 0.290832, -6.4288e-06)
bones/301/rotation = Quaternion(1.03274e-07, -0.0932359, 0.995643, -0.00172523) bones/301/rotation = Quaternion(1.03274e-07, -0.0932359, 0.995643, -0.00172523)
bones/301/scale = Vector3(1, 1, 1)
bones/302/rotation = Quaternion(1.39728e-07, 4.10728e-09, 1, 1.16415e-10) bones/302/rotation = Quaternion(1.39728e-07, 4.10728e-09, 1, 1.16415e-10)
bones/303/position = Vector3(0.569635, -0.0494387, 0.346797) bones/303/position = Vector3(0.589192, -0.0494387, 0.346797)
bones/303/rotation = Quaternion(0.924457, -0.0918536, -0.254553, -0.268597) bones/303/rotation = Quaternion(0.924457, -0.0918536, -0.254553, -0.268597)
bones/306/position = Vector3(-0.569635, -0.0494387, 0.346797) bones/306/position = Vector3(-0.589192, -0.0494387, 0.346797)
bones/306/rotation = Quaternion(0.924457, 0.0918536, 0.254553, -0.268597) bones/306/rotation = Quaternion(0.924457, 0.0918536, 0.254553, -0.268597)
[node name="Abe_GEO_Lo" parent="Abe/Abe_Lo/CLOUDRIG_Abe/Skeleton3D" index="0"] [node name="Abe_GEO_Lo" parent="Abe/Abe_Lo/CLOUDRIG_Abe/Skeleton3D" index="0"]
-1
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@@ -55,7 +55,6 @@ void fragment() {
} }
" "
graph_offset = Vector2(-721, 180)
nodes/fragment/0/position = Vector2(720, 100) nodes/fragment/0/position = Vector2(720, 100)
nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_ipci5") nodes/fragment/2/node = SubResource("VisualShaderNodeTexture_ipci5")
nodes/fragment/2/position = Vector2(-460, 220) nodes/fragment/2/position = Vector2(-460, 220)
+1
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@@ -0,0 +1 @@
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