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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
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|
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|
||||
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|
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||||
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||||
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|
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: bip L UpperArm
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: bip L Hand
|
||||
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||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
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||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
scale: {x: 1.0000002, y: 1.0000002, z: 1.0000006}
|
||||
- name: bip L Calf
|
||||
parentName: bip L Thigh
|
||||
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|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000004, y: 1.0000001, z: 1.0000001}
|
||||
- name: bip L Foot
|
||||
parentName: bip L Calf
|
||||
position: {x: -0.40968534, y: -0.000000009536743, z: 0.000000019073486}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1, y: 1.0000002, z: 0.9999998}
|
||||
- name: bip L Toe0
|
||||
parentName: bip L Foot
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
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|
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|
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||||
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
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||||
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||||
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||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: bip Spine1
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: bip L UpperArm
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: bip L Forearm
|
||||
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|
||||
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|
||||
scale: {x: 0.99999994, y: 1.0000002, z: 1}
|
||||
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|
||||
parentName: bip L Hand
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: bip L Finger0
|
||||
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|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1, y: 0.99999994, z: 0.99999994}
|
||||
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|
||||
parentName: bip L Finger01
|
||||
position: {x: -0.041940726, y: -0.000000038146972, z: 0.00000015258789}
|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
scale: {x: 1.0000001, y: 1.0000001, z: 1.0000001}
|
||||
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|
||||
parentName: bip L Hand
|
||||
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|
||||
rotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
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|
||||
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8
Assets/Materials/People/CityPeople/Demo_Scenes.meta
Normal file
8
Assets/Materials/People/CityPeople/Demo_Scenes.meta
Normal file
@@ -0,0 +1,8 @@
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||||
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userData:
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assetBundleVariant:
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@@ -0,0 +1,95 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace CityPeople
|
||||
{
|
||||
public class SwapAndToolController : MonoBehaviour
|
||||
{
|
||||
private Animator animator;
|
||||
[Tooltip("Swap animation state name")]
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public string swapState = "swap";
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||||
[Tooltip("Loop duration for tool animations")]
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||||
public float toolDuration = 5f;
|
||||
[Tooltip("Reference to the ToolConfig asset containing clip-to-prefab mappings")]
|
||||
public ToolConfig toolConfig;
|
||||
[Tooltip("Name of the child transform to attach tools to (e.g. 'bip Xtra_tool')")]
|
||||
public string attachPointName = "bip Xtra_tool";
|
||||
|
||||
private const float fadeDuration = 0.2f;
|
||||
private float halfSwapTime;
|
||||
private List<ToolConfig.ToolEntry> toolEntries;
|
||||
private GameObject currentTool;
|
||||
private Transform toolParent;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
animator = GetComponent<Animator>();
|
||||
// Calculate half of swap animation duration
|
||||
float swapLength = GetClipLength(swapState) * 0.8f ;
|
||||
halfSwapTime = swapLength * 0.5f;
|
||||
// Prepare tool entries excluding swap state
|
||||
toolEntries = toolConfig.entries
|
||||
.Where(e => e.clipName != swapState)
|
||||
.ToList();
|
||||
|
||||
// Find attach point anywhere in the hierarchy
|
||||
toolParent = FindChildByName(transform, attachPointName)?.transform;
|
||||
if (toolParent == null)
|
||||
Debug.LogWarning($"SwapAndToolController: Attach point '{attachPointName}' not found in hierarchy.");
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(PlayCycle());
|
||||
}
|
||||
|
||||
IEnumerator PlayCycle()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
animator.CrossFade(swapState, fadeDuration);
|
||||
yield return new WaitForSeconds(halfSwapTime);
|
||||
|
||||
if (currentTool != null)
|
||||
Destroy(currentTool);
|
||||
|
||||
var entry = toolEntries[Random.Range(0, toolEntries.Count)];
|
||||
if (entry.prefab != null && toolParent != null)
|
||||
{
|
||||
currentTool = Instantiate(entry.prefab, toolParent.position, toolParent.rotation, toolParent);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(halfSwapTime);
|
||||
|
||||
animator.CrossFade(entry.clipName, fadeDuration);
|
||||
yield return new WaitForSeconds(toolDuration*2f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recursively finds a child GameObject by name.
|
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/// </summary>
|
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public GameObject FindChildByName(Transform parent, string name)
|
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{
|
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foreach (Transform child in parent)
|
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{
|
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if (child.name == name)
|
||||
return child.gameObject;
|
||||
var result = FindChildByName(child, name);
|
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if (result != null)
|
||||
return result;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
float GetClipLength(string stateName)
|
||||
{
|
||||
foreach (var clip in animator.runtimeAnimatorController.animationClips)
|
||||
if (clip.name == stateName)
|
||||
return clip.length;
|
||||
return 0.5f;
|
||||
}
|
||||
}
|
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}
|
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace CityPeople
|
||||
{
|
||||
[CreateAssetMenu(menuName = "ScriptableObjects/ToolConfig")]
|
||||
public class ToolConfig : ScriptableObject
|
||||
{
|
||||
[System.Serializable]
|
||||
public class ToolEntry
|
||||
{
|
||||
[Tooltip("Animation clip state name")]
|
||||
public string clipName;
|
||||
[Tooltip("Prefab tool model")]
|
||||
public GameObject prefab;
|
||||
}
|
||||
|
||||
[Tooltip("List of clip-to-prefab mappings for tools")]
|
||||
public List<ToolEntry> entries = new List<ToolEntry>();
|
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}
|
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}
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace CityPeople
|
||||
{
|
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/// <summary>
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/// Provides references to additional Unity objects that should be explicitly included during package export.
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/// </summary>
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/// <remarks> This helper script is only relevant for the developer of this package. The user is safe to delete this file.</remarks>
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public class PackageExporterRefs : MonoBehaviour
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{
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[Header("Force Include These Objects")]
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public GameObject[] extraPrefabs;
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[Header("Force Include These Textures")]
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public Texture[] textureVariants;
|
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|
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[Header("Force Include These Materials")]
|
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public Material[] altMaterials;
|
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|
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[Header("Force Include These Animations")]
|
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public AnimationClip[] extraAnims;
|
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|
||||
[Header("Documentation & Extras")]
|
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// "Object" is the universal type. It accepts PDFs, Text, HTML, etc.
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public Object[] extraFiles;
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}
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}
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8
Assets/Materials/People/CityPeople/Materials.meta
Normal file
8
Assets/Materials/People/CityPeople/Materials.meta
Normal file
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136
Assets/Materials/People/CityPeople/Materials/people_pal.mat
Normal file
136
Assets/Materials/People/CityPeople/Materials/people_pal.mat
Normal file
@@ -0,0 +1,136 @@
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137
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Normal file
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8
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126
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace CityPeople
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{
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public class CityPeople : MonoBehaviour
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{
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[SerializeField]
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[Tooltip("Autoplay random animation clips")]
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private bool AutoPlayAnimations = true;
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[SerializeField]
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[Tooltip("Show all available animations in console")]
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[SerializeField]
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[Tooltip("Overrides palette materials, skips other objects")]
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private Material PaletteOverride;
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public string CurrentPaletteName { get; private set; }
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private AnimationClip[] myClips;
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private Animator animator;
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public const string people_pal_prefix = "people_pal";
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private List<Renderer> _paletteMeshes;
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private void Awake()
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{
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var AllRenderers = gameObject.GetComponentsInChildren<Renderer>();
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_paletteMeshes = new List<Renderer>();
|
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foreach (Renderer r in AllRenderers)
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{
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var matName = r.sharedMaterial.name;
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var len = Math.Min(people_pal_prefix.Length, matName.Length);
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if (matName[0..len] == CityPeople.people_pal_prefix)
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{
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_paletteMeshes.Add(r);
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}
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}
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}
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{
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SetPalette(PaletteOverride);
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}
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}
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void Start()
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{
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animator = GetComponent<Animator>();
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if (animator != null)
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{
|
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myClips = animator.runtimeAnimatorController.animationClips;
|
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|
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// Âèâîäèìî âñ³ äîñòóïí³ àí³ìàö³¿ â Console
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if (ShowAvailableAnimations)
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{
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Debug.Log("=== Available animations for: " + gameObject.name + " ===");
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for (int i = 0; i < myClips.Length; i++)
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{
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Debug.Log($"[{i}] {myClips[i].name} (length: {myClips[i].length:F2}s)");
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}
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Debug.Log("=== Total animations: " + myClips.Length + " ===");
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}
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if (AutoPlayAnimations)
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{
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PlayAnyClip();
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StartCoroutine(ShuffleClips());
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}
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}
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if (AutoPlayAnimations)
|
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{
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//collider for detect clicks near the character
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CapsuleCollider collider = gameObject.AddComponent<CapsuleCollider>();
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//average character dimentions
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collider.center = new Vector3(0f, 0.8f, 0f);
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collider.radius = 0.3f;
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collider.height = 1.77f;
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collider.direction = 1;
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}
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}
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public void SetPalette(Material mat)
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{
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if (mat != null)
|
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{
|
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if (mat.name[0..people_pal_prefix.Length] == CityPeople.people_pal_prefix)
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{
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CurrentPaletteName = mat.name;
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foreach (Renderer r in _paletteMeshes)
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{
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r.material = mat;
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}
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}
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else
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{
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Debug.Log("Material name should start with 'palete_pal...' by convention.");
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}
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}
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}
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public void PlayAnyClip()
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{
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if (myClips.Length > 0)
|
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{
|
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var cl = myClips[Random.Range(0, myClips.Length)];
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animator.CrossFadeInFixedTime(cl.name, 1.0f, -1, Random.value * cl.length);
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}
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else Debug.LogWarning("Missing animations clips.");
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}
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IEnumerator ShuffleClips()
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{
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while (true)
|
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{
|
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yield return new WaitForSeconds(15.0f + Random.value * 5.0f);
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PlayAnyClip();
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Reference in New Issue
Block a user