-- [MainIdle] - Animation name used by the game -- Name=GAR_UA_IDL_breathe Actual animation sequence name -- Name_3P=GAR_UA_3P_breathe *OPTIONAL* Actual animation sequence name for 3rd person -- Looping=true Does the animation loop -- Translate=false Does the animation translate Garrett -- TweenTime=0.25 Blend IN time for this animation, negative numbers indicate blend IN _and_ OUT -- Speed=1 Animation playback speed (scale) -- Bone=Root Starting bone to apply the animation to -- Bone_3P=Root *OPTIONAL* Starting bone to apply the animation to in *3rd Person* if different from 1st person [StartingIndex] FirstPerson=3 ThirdPerson=5 -- IDLES -- [MainIdle] Name=GAR_UA_IDL_breathe Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [MainIdleCrouching] Name=GAR_UA_IDL_crouchbreathe Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root -- NORMAL GROUND MOVEMENT -- [Forward1] Name=GAR_UA_NAV_FWD1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Forward2] Name=GAR_UA_NAV_FWD2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Forward3] Name=GAR_UA_NAV_FWD2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Forward4] Name=GAR_UA_NAV_FWD3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Forward5] Name=GAR_UA_NAV_FWD3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Forward6] Name=GAR_UA_NAV_FWD4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Backward1] Name=GAR_UA_NAV_BAK1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Backward2] Name=GAR_UA_NAV_BAK2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Backward3] Name=GAR_UA_NAV_BAK2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Backward4] Name=GAR_UA_NAV_BAK3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Backward5] Name=GAR_UA_NAV_BAK3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Backward6] Name=GAR_UA_NAV_BAK4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Left1] Name=GAR_UA_NAV_LFT1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Left2] Name=GAR_UA_NAV_LFT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Left3] Name=GAR_UA_NAV_LFT2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Left4] Name=GAR_UA_NAV_LFT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Left5] Name=GAR_UA_NAV_LFT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Left6] Name=GAR_UA_NAV_LFT4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Right1] Name=GAR_UA_NAV_RGT1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Right2] Name=GAR_UA_NAV_RGT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Right3] Name=GAR_UA_NAV_RGT2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Right4] Name=GAR_UA_NAV_RGT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Right5] Name=GAR_UA_NAV_RGT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [Right6] Name=GAR_UA_NAV_RGT4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root -- CROUCHING MOVEMENT -- [CrouchForward1] Name=GAR_UA_NAV_crouch_FWD1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchForward2] Name=GAR_UA_NAV_crouch_FWD2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchBackward1] Name=GAR_UA_NAV_crouch_BAK1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchBackward2] Name=GAR_UA_NAV_crouch_BAK2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchLeft1] Name=GAR_UA_NAV_crouch_LFT1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchLeft2] Name=GAR_UA_NAV_crouch_LFT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchRight1] Name=GAR_UA_NAV_crouch_RGT1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [CrouchRight2] Name=GAR_UA_NAV_crouch_RGT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root -- PUBLIC SPACES -- [MainIdle_PS] Name=GAR_PS_IDL_breathe Looping=true Translate=false TweenTime=0.3 Speed=1 Bone=Root [PSForward1] Name=GAR_PS_MOV_walk_FWD1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSForward2] Name=GAR_PS_MOV_walk_FWD2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSForward3] Name=GAR_PS_MOV_walk_FWD2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSForward4] Name=GAR_UA_NAV_FWD3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSForward5] Name=GAR_UA_NAV_FWD3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSForward6] Name=GAR_UA_NAV_FWD4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSBackward1] Name=GAR_PS_MOV_walk_BAK1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSBackward2] Name=GAR_PS_MOV_walk_BAK2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSBackward3] Name=GAR_PS_MOV_walk_BAK2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSBackward4] Name=GAR_UA_NAV_BAK3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSBackward5] Name=GAR_UA_NAV_BAK3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSBackward6] Name=GAR_UA_NAV_BAK4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSRight1] Name=GAR_PS_MOV_walk_RGT1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSRight2] Name=GAR_PS_MOV_walk_RGT2 Looping=true Translate=false TweenTime=0.0 Speed=1 Bone=Root [PSRight3] Name=GAR_PS_MOV_walk_RGT2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSRight4] Name=GAR_UA_NAV_RGT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSRight5] Name=GAR_UA_NAV_RGT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSRight6] Name=GAR_UA_NAV_RGT4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSLeft1] Name=GAR_PS_MOV_walk_LFT1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSLeft2] Name=GAR_PS_MOV_walk_LFT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSLeft3] Name=GAR_PS_MOV_walk_LFT2_5 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSLeft4] Name=GAR_UA_NAV_LFT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSLeft5] Name=GAR_UA_NAV_LFT3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [PSLeft6] Name=GAR_UA_NAV_LFT4 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root -- JUMPING -- [Jump_FWD] Name=GAR_JP_FWD Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpLand_FWD] Name=GAR_JP_FWD_land Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Jump_LFT] Name=GAR_JP_LFT Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpLand_LFT] Name=GAR_JP_LFT_land Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Jump_RGT] Name=GAR_JP_RGT Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpLand_RGT] Name=GAR_JP_RGT_land Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpIdleLoad] Name=GAR_UA_IDL_breathe Name_3P=GAR_JP_UP_load Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpIdle] Name=GAR_JP_UP Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpIdleLand] Name=GAR_JP_UP_land Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [JumpLand_HARD] Name=GAR_JP_FWD_land_hard Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fall_FWD] Name=GAR_UA_MOV_fall_FWD Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fall_LFT] Name=GAR_UA_MOV_fall_LFT Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fall_RGT] Name=GAR_UA_MOV_fall_RGT Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root -- LADDER -- [LadderUpTransition] Name=GAR_UA_MOV_ladder_Up Looping=true Translate=true TweenTime=0.25 Speed=1 Bone=Root [LadderUp] Name=GAR_UA_MOV_ladder_Up Looping=true Translate=true TweenTime=0 Speed=1 Bone=Root [LadderDown] Name=GAR_UA_MOV_ladder_DN Looping=true Translate=true TweenTime=0 Speed=1 Bone=Root [LadderOnRight] Name=GAR_UA_MOV_ladder_on_RGT Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [LadderOnLeft] Name=GAR_UA_MOV_ladder_on_LFT Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [LadderOffRight] Name=GAR_UA_MOV_ladder_off_RGT Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [LadderOffLeft] Name=GAR_UA_MOV_ladder_off_LFT Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [LadderOnLedge] Name=GAR_UA_MOV_ladder_on_ABV Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [LadderOffLedge] Name=GAR_UA_MOV_ladder_off_ABV Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root -- MISC -- [VaultRail] Name=GAR_UA_MOV_vault Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [Mantle] Name=GAR_UA_MOV_mantle Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [MantleCrouching] Name=GAR_UA_MOV_mantle_crouch Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [MantleReverse] Name=GAR_UA_MOV_mantle Looping=false Translate=true TweenTime=0 Speed=-1 Bone=Root [LeanLeftStart] Name=GAR_UA_MOV_lean_LFT_start Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanLeftMid] Name=GAR_UA_MOV_lean_LFT_loop Looping=true Translate=false TweenTime=0 Speed=1 Bone=Root [LeanLeftEnd] Name=GAR_UA_MOV_lean_LFT_end Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanRightStart] Name=GAR_UA_MOV_lean_RGT_start Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanRightMid] Name=GAR_UA_MOV_lean_RGT_loop Looping=true Translate=false TweenTime=0 Speed=1 Bone=Root [LeanRightEnd] Name=GAR_UA_MOV_lean_RGT_end Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanLeftStartCrouching] Name=GAR_UA_MOV_crouchlean_LFT_start Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanLeftMidCrouching] Name=GAR_UA_MOV_crouchlean_LFT_loop Looping=true Translate=false TweenTime=0 Speed=1 Bone=Root [LeanLeftEndCrouching] Name=GAR_UA_MOV_crouchlean_LFT_end Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanRightStartCrouching] Name=GAR_UA_MOV_crouchlean_RGT_start Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [LeanRightMidCrouching] Name=GAR_UA_MOV_crouchlean_RGT_loop Looping=true Translate=false TweenTime=0 Speed=1 Bone=Root [LeanRightEndCrouching] Name=GAR_UA_MOV_crouchlean_RGT_end Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [Death] Name=GAR_UA_DIE Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [BlackjackHandClosed] Name=GAR_BJ_hand_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightHand [DaggerHandClosed] Name=GAR_BJ_hand_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightHand [LeftHandClosed] Name=GAR_BA_draw_analog Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=LeftHand -- BOW -- [BowUnsheathe] Name=GAR_BA_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=LeftShoulder Bone_3P=Spine [BowSheathe] Name=GAR_BA_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=LeftShoulder Bone_3P=Spine [BowUnsheatheFull_3P] Name=GAR_BA_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BowSheatheFull_3P] Name=GAR_BA_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BowUnsheathe_crouch] Name=GAR_BA_crouch_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=LeftShoulder Bone_3P=Spine [BowSheathe_crouch] Name=GAR_BA_crouch_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=LeftShoulder Bone_3P=Spine [BowUnsheathe_crouchFull_3P] Name=GAR_BA_crouch_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BowSheathe_crouchFull_3P] Name=GAR_BA_crouch_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BowDraw] Name=GAR_BA_draw Looping=false Translate=false TweenTime=0 Speed=1 Bone=spine [BowDrawAnalog] Name=GAR_BA_draw_analog Looping=false Translate=false TweenTime=0 Speed=1 Bone=spine [BowUndraw] Name=GAR_BA_undraw Looping=false Translate=false TweenTime=0 Speed=1 Bone=spine [BowFire] Name=GAR_BA_fire Looping=false Translate=false TweenTime=0 Speed=1 Bone=spine [BowArmIdle] Name=GAR_UA_IDL_breathe Looping=false Translate=false TweenTime=0 Speed=1 Bone=spine -- DAGGER SHEATHE/UNSHEATHE-- [DaggerUnsheathe] Name=GAR_DA_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerSheathe] Name=GAR_DA_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerUnsheatheFull_3P] Name=GAR_DA_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [DaggerSheatheFull_3P] Name=GAR_DA_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [DaggerUnsheathe_crouch] Name=GAR_DA_crouch_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerSheathe_crouch] Name=GAR_DA_crouch_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerUnsheathe_crouchFull_3P] Name=GAR_DA_crouch_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [DaggerSheathe_crouchFull_3P] Name=GAR_DA_crouch_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root -- DAGGER BACKSTAB -- [BackstabDrawBackS] Name=GAR_DA_outerradius Name_3P=GAR_DA_inrange1_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackM] Name=GAR_DA_outerradius Name_3P=GAR_DA_inrange1_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackF] Name=GAR_DA_outerradius Name_3P=GAR_DA_inrange3_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackI] Name=GAR_DA_outerradius Name_3P=GAR_DA_inrange0_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackLoopS] Name=GAR_DA_outerradius_loop Name_3P=GAR_DA_inrange1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Spine Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackLoopM] Name=GAR_DA_outerradius_loop Name_3P=GAR_DA_inrange1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Spine Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackLoopF] Name=GAR_DA_outerradius_loop Name_3P=GAR_DA_inrange3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackLoopI] Name=GAR_DA_outerradius_loop Name_3P=GAR_DA_inrange0 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackEndS] Name=GAR_DA_outterradius_fail Name_3P=GAR_DA_inrange1_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackEndM] Name=GAR_DA_outterradius_fail Name_3P=GAR_DA_inrange1_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackEndF] Name=GAR_DA_outterradius_fail Name_3P=GAR_DA_inrange3_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabDrawBackEndI] Name=GAR_DA_outterradius_fail Name_3P=GAR_DA_inrange0_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabStrikeS] Name=GAR_DA_strike Name_3P=GAR_DA_strike1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabStrikeM] Name=GAR_DA_strike Name_3P=GAR_DA_strike1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabStrikeF] Name=GAR_DA_strike Name_3P=GAR_DA_strike3 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BackstabStrikeI] Name=GAR_DA_strike Name_3P=GAR_DA_strike0 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Spine Bone_3P=Spine [BackstabStrikeFull_3P] Name=GAR_DA_strike0 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root -- DAGGER MELEE -- [DaggerMeleeLeft] Name=GAR_DA_melee_strike_LFT Name_3P=GAR_DA_melee_strike0_LFT Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerMeleeRight] Name=GAR_DA_melee_strike_RGT Name_3P=GAR_DA_melee_strike0_RGT Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerMeleeOverhand] Name=GAR_DA_melee_strike_LFT Name_3P=GAR_DA_melee_strike0_UP Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerMeleeLeftFull_3P] Name=GAR_DA_melee_strike0_LFT Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [DaggerMeleeRightFull_3P] Name=GAR_DA_melee_strike0_RGT Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [DaggerMeleeOverhandFull_3P] Name=GAR_DA_melee_strike0_UP Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [DaggerMeleeS_3P] Name=GAR_DA_melee_strike1 Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=Spine [DaggerMeleeM_3P] Name=GAR_DA_melee_strike1 Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=Spine [DaggerMeleeF_3P] Name=GAR_DA_melee_strike3 Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=Spine [DaggerMeleeCrouching] Name=GAR_DA_melee_crouch_strike Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [DaggerMeleeCrouchingFull_3P] Name=GAR_DA_melee_crouch_strike Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root -- BLACKJACK SHEATHE/UNSHEATHE -- [BlackjackUnsheathe] Name=GAR_BJ_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackSheathe] Name=GAR_BJ_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackUnsheatheFull_3P] Name=GAR_BJ_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BlackjackSheatheFull_3p] Name=GAR_BJ_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BlackjackUnsheathe_crouch] Name=GAR_BJ_crouch_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackSheathe_crouch] Name=GAR_BJ_crouch_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackUnsheathe_crouchFull_3P] Name=GAR_BJ_crouch_unsheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BlackjackSheathe_crouchFull_3P] Name=GAR_BJ_crouch_sheathe_full Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root -- BLACKJACK NON-MELEE -- [BlackjackDrawBackS] Name=GAR_BJ_outerradius Name_3P=GAR_BJ_inrange1_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackM] Name=GAR_BJ_outerradius Name_3P=GAR_BJ_inrange1_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackF] Name=GAR_BJ_outerradius Name_3P=GAR_BJ_inrange3_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackI] Name=GAR_BJ_outerradius Name_3P=GAR_BJ_inrange0_start Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackLoopS] Name=GAR_BJ_outerradius_loop Name_3P=GAR_BJ_inrange1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackLoopM] Name=GAR_BJ_outerradius_loop Name_3P=GAR_BJ_inrange1 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackLoopF] Name=GAR_BJ_outerradius_loop Name_3P=GAR_BJ_inrange3 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackLoopI] Name=GAR_BJ_outerradius_loop Name_3P=GAR_BJ_inrange0 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackEndS] Name=GAR_BJ_outerradius_fail Name_3P=GAR_BJ_inrange1_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackEndM] Name=GAR_BJ_outerradius_fail Name_3P=GAR_BJ_inrange1_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackEndF] Name=GAR_BJ_outerradius_fail Name_3P=GAR_BJ_inrange3_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackDrawBackEndI] Name=GAR_BJ_outerradius_fail Name_3P=GAR_BJ_inrange0_end Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackStrikeS] Name=GAR_BJ_strike Name_3P=GAR_BJ_strike1 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackStrikeM] Name=GAR_BJ_strike Name_3P=GAR_BJ_strike1 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackStrikeF] Name=GAR_BJ_strike Name_3P=GAR_BJ_strike3 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackStrikeI] Name=GAR_BJ_strike Name_3P=GAR_BJ_strike0 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackStrikeFull_3P] Name=GAR_BJ_strike0 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Spine -- BLACKJACK MELEE -- [BlackjackMelee] Name=GAR_BJ_strike Name_3P=GAR_BJ_melee_strike0 Looping=false Translate=false TweenTime=-0.25 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackMeleeFull_3P] Name=GAR_BJ_strike Name_3P=GAR_BJ_melee_strike0 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root [BlackjackMeleeCrouching] Name=GAR_BJ_crouch_strike Name_3P=GAR_BJ_melee_crouch_strike0 Looping=false Translate=false TweenTime=-0.1 Speed=1 Bone=RightShoulder Bone_3P=Spine [BlackjackMeleeCrouchingFull_3P] Name=GAR_BJ_melee_crouch_strike0 Looping=false Translate=false TweenTime=0.1 Speed=1 Bone=Root -- WALL CLIMBING -- [WallClimbBaseTransition] Name=GAR_UA_MOV_walllook_base Looping=false Translate=false TweenTime=0.3 Speed=1 Bone=Spine Bone_3P=Spine [WallClimbBase] Name=GAR_UA_MOV_walllook_base Looping=true Translate=false TweenTime=0.3 Speed=1 Bone=Root [WallClimbUpTransition] Name=GAR_UA_MOV_wall_UP_1 Looping=false Translate=true TweenTime=0.25 Speed=1 Bone=Root [WallClimbUp1] Name=GAR_UA_MOV_wall_UP_1 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbUp2] Name=GAR_UA_MOV_wall_UP_2 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbDownTransition] Name=GAR_UA_MOV_wall_DN_2 Looping=false Translate=true TweenTime=0.25 Speed=1 Bone=Root [WallClimbDown1] Name=GAR_UA_MOV_wall_DN_2 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbDown2] Name=GAR_UA_MOV_wall_DN_1 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbLeftTransition] Name=GAR_UA_MOV_wall_LFT_1 Looping=false Translate=true TweenTime=0.25 Speed=1 Bone=Root [WallClimbLeft1] Name=GAR_UA_MOV_wall_LFT_1 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbLeft2] Name=GAR_UA_MOV_wall_LFT_2 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbRightTransition] Name=GAR_UA_MOV_wall_RGT_1 Looping=false Translate=true TweenTime=0.25 Speed=1 Bone=Root [WallClimbRight1] Name=GAR_UA_MOV_wall_RGT_1 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbRight2] Name=GAR_UA_MOV_wall_RGT_2 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbAroundLeft1] Name=GAR_UA_MOV_wall_around_LFT1 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbAroundLeft2] Name=GAR_UA_MOV_wall_around_LFT2 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbAroundRight1] Name=GAR_UA_MOV_wall_around_RGT1 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbAroundRight2] Name=GAR_UA_MOV_wall_around_RGT2 Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbGrabLeft] Name=GAR_UA_MOV_wall_grab_RGT Looping=false Translate=true TweenTime=0.25 Speed=1 Bone=Root [WallClimbGrabRight] Name=GAR_UA_MOV_wall_grab_RGT Looping=false Translate=true TweenTime=0.25 Speed=1 Bone=Root [WallClimbMountFromAbove] Name=GAR_UA_MOV_reverse_mantle Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbDismountStart] Name=GAR_UA_MOV_mantle_start Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbDismountLoop] Name=GAR_UA_MOV_mantle_loop Looping=true Translate=false TweenTime=0 Speed=1 Bone=Root [WallClimbDismountEnd] Name=GAR_UA_MOV_mantle_end Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [WallClimbDismountReverse] Name=GAR_UA_MOV_mantle_unstart Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [BodyCarry] Name=GAR_UA_MOV_bodycarry_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=spine -- BODY CARRY -- [BodyCarryBend] Name=GAR_UA_MOV_bodycarry_pickup Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [BodyCarryRelease] Name=GAR_UA_MOV_bodycarry_drop Looping=false Translate=false TweenTime=0 Speed=1 Bone=Root [BodyCarryIdle] Name=GAR_UA_MOV_bodycarry_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryForward] Name=GAR_UA_NAV_FWD2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryBackward] Name=GAR_UA_NAV_BAK2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryLeft] Name=GAR_UA_NAV_LFT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryRight] Name=GAR_UA_NAV_RGT2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryPickup] Name=GAR_UA_NAV_FWD2 Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryIdleCrouching] Name=GAR_UA_IDL_crouchbreathe Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryForwardCrouching] Name=GAR_UA_MOV_crouch_FWD Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryBackwardCrouching] Name=GAR_UA_MOV_crouch_BAK Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryLeftCrouching] Name=GAR_UA_MOV_crouch_LFT Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root [BodyCarryRightCrouching] Name=GAR_UA_MOV_crouch_RGT Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=root -- LOCKPICK -- [LockpickPrepare] Name=GAR_LP_approach Looping=false Translate=false TweenTime=0.25 Speed=2 Bone=Root [LockpickExit] Name=GAR_LP_stand Looping=false Translate=false TweenTime=0.25 Speed=2 Bone=Root [LockpickLoop] Name=GAR_LP_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=Root [LockpickLeftZone] Name=GAR_LP_zone_LFT Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=LeftShoulder [LockpickRightZone] Name=GAR_LP_zone_RGT Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder [LockpickLeftHotspot] Name=GAR_LP_unlockloop_LFT Looping=true Translate=false TweenTime=0.25 Speed=-1 Bone=LeftShoulder [LockpickRightHotspot] Name=GAR_LP_unlockloop_RGT Looping=true Translate=false TweenTime=0.25 Speed=-1 Bone=RightShoulder [LockpickLeftStop] Name=GAR_LP_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=LeftShoulder [LockpickRightStop] Name=GAR_LP_loop Looping=true Translate=false TweenTime=0.25 Speed=1 Bone=RightShoulder [LockpickTrigger] Name=GAR_LP_unlock_RGT Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [LockpickLeftTrigger] Name=GAR_LP_unlock_LFT Looping=false Translate=false TweenTime=0 Speed=1 Bone=LeftShoulder [LockpickRightTrigger] Name=GAR_LP_unlock_RGT Looping=false Translate=false TweenTime=0 Speed=1 Bone=RightShoulder -- FIDGETS -- [Fidget1] Name=GAR_UA_IDL_fidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget2] Name=GAR_UA_IDL_fidget2 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget3] Name=GAR_UA_IDL_fidget3 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget4] Name=GAR_UA_IDL_fidget4 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget5] Name=GAR_UA_IDL_fidget5 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget6] Name=GAR_UA_IDL_fidget6 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouching1] Name=GAR_UA_IDL_crouchfidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouching2] Name=GAR_UA_IDL_crouchfidget2 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouching3] Name=GAR_UA_IDL_crouchfidget3 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouching4] Name=GAR_UA_IDL_crouchfidget4 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Dagger1] Name=GAR_DA_IDL_fidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Blackjack1] Name=GAR_BJ_IDL_fidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Bow1] Name=GAR_UA_IDL_fidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouch_Dagger1] Name=GAR_DA_IDL_crouchfidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouch_Blackjack1] Name=GAR_BJ_IDL_crouchfidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root [Fidget_Crouch_Bow1] Name=GAR_BA_IDL_crouchfidget1 Looping=false Translate=false TweenTime=0.25 Speed=1 Bone=Root -- THROW -- [Throw_Short_Right] Name=GAR_TH_IDL_short_RGT Looping=false Translate=false TweenTime=0 Speed=1 Bone=RightShoulder [Throw_Crouch_Short_Right] Name=GAR_TH_IDL_crouchshort_RGT Looping=false Translate=false TweenTime=0 Speed=1 Bone=RightShoulder [Throw_Short_Left] Name=GAR_TH_IDL_short_LFT Looping=false Translate=false TweenTime=0 Speed=1 Bone=LeftShoulder [Throw_Crouch_Short_Left] Name=GAR_TH_IDL_crouchshort_LFT Looping=false Translate=false TweenTime=0 Speed=1 Bone=LeftShoulder [Drop_Right] Name=GAR_TH_IDL_drop_RGT Looping=false Translate=false TweenTime=0 Speed=1 Bone=RightShoulder [Drop_Crouch_Right] Name=GAR_TH_IDL_crouchdrop_RGT Looping=false Translate=false TweenTime=0 Speed=1 Bone=RightShoulder [Drop_Left] Name=GAR_TH_IDL_drop_LFT Looping=false Translate=false TweenTime=0 Speed=1 Bone=LeftShoulder [Drop_Crouch_Left] Name=GAR_TH_IDL_crouchdrop_LFT Looping=false Translate=false TweenTime=0 Speed=1 Bone=LeftShoulder [Wall_Flatten_Idle] Name=GAR_WF_IDL_breathe Looping=true Translate=false TweenTime=0.35 Speed=1 Bone=Root [Wall_Flatten_Left] Name=GAR_WF_MOV_LFT Looping=true Translate=false TweenTime=0.35 Speed=1 Bone=Root [Wall_Flatten_Right] Name=GAR_WF_MOV_RGT Looping=true Translate=false TweenTime=0.35 Speed=1 Bone=Root [Sleep_Getup] Name=GAR_UA_sleep_getup Looping=false Translate=true TweenTime=0 Speed=1 Bone=Root [Sleep_Loop] Name=GAR_UA_sleep_loop Looping=true Translate=true TweenTime=0 Speed=1 Bone=Root