﻿<?xml version="1.0" encoding="utf-8"?>
<animNode>
	<m_Name>Ext01</m_Name>
	<m_AnimName>Bob_IdleExt01</m_AnimName>
	<m_deferredBoneAxis>Y</m_deferredBoneAxis>
	<m_Looped>false</m_Looped>
	<m_SyncTrackingEnabled>false</m_SyncTrackingEnabled>
	<m_EarlyTransitionOut>true</m_EarlyTransitionOut>
	<m_SpeedScale>0.80</m_SpeedScale>
	<m_BlendTime>0.30</m_BlendTime>
	<m_Conditions>
		<m_Name>Ext</m_Name>
		<m_Type>STRING</m_Type>
		<m_StringValue>1</m_StringValue>
	</m_Conditions>
	<m_Transitions>
		<m_Target>aim_default</m_Target>
		<m_AnimName>Bob_IdleToAim_1Hand</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
		<m_speedScale>1.5</m_speedScale>
	</m_Transitions>
	<m_Transitions>
		<m_Target>defaultWalk</m_Target>
		<m_AnimName>Bob_IdleToWalk</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>defaultRun</m_Target>
		<m_AnimName>Bob_IdleToRun</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>defaultSprint</m_Target>
		<m_AnimName>Bob_IdleToSprint</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>aim_2handed</m_Target>
		<m_AnimName>Bob_IdleToAim_Bat</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>walk2handed</m_Target>
		<m_AnimName>Bob_IdleToWalk_Bat</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>run2hands</m_Target>
		<m_AnimName>Bob_IdleToRun_Bat</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>aim_chainsaw</m_Target>
		<m_AnimName>Bob_IdleToAim_Chainsaw</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
		<m_speedScale>1.5</m_speedScale>
	</m_Transitions>
	<m_Transitions>
		<m_Target>walkChainsaw</m_Target>
		<m_AnimName>Bob_IdleToWalk_Chainsaw</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>runChainsaw</m_Target>
		<m_AnimName>Bob_IdleToRun_Chainsaw</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>aim_handgun</m_Target>
		<m_AnimName>Bob_IdleToAim_Handgun</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
		<m_speedScale>1.5</m_speedScale>
	</m_Transitions>
	<m_Transitions>
		<m_Target>walkhandgun</m_Target>
		<m_AnimName>Bob_IdleToWalk_Handgun</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>runHandgun</m_Target>
		<m_AnimName>Bob_IdleToRun_Handgun</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>aim_heavy</m_Target>
		<m_AnimName>Bob_IdleToAim2H_Heavy</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
		<m_speedScale>1.3</m_speedScale>
	</m_Transitions>
	<m_Transitions>
		<m_Target>walkHeavy</m_Target>
		<m_AnimName>Bob_IdleToWalk2H_Heavy</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>runHeavy</m_Target>
		<m_AnimName>Bob_IdleToRun2H_Heavy</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>aim_rifle</m_Target>
		<m_AnimName>Bob_IdleToAim_Rifle</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
		<m_speedScale>1.5</m_speedScale>
	</m_Transitions>
	<m_Transitions>
		<m_Target>walkRifle</m_Target>
		<m_AnimName>Bob_IdleToWalk_Rifle</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>runRifle</m_Target>
		<m_AnimName>Bob_IdleToRun_Rifle</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>aim_spear</m_Target>
		<m_AnimName>Bob_IdleToAim_Spear</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
		<m_speedScale>1.3</m_speedScale>
	</m_Transitions>
	<m_Transitions>
		<m_Target>walkSpear</m_Target>
		<m_AnimName>Bob_IdleToWalk_Bat</m_AnimName>
		<m_blendInTime>0.5</m_blendInTime>
	</m_Transitions>
	<m_Transitions>
		<m_Target>runSpear</m_Target>
		<m_AnimName>Bob_IdleToRun_Bat</m_AnimName>
		<m_blendInTime>0.1</m_blendInTime>
	</m_Transitions>
	<m_Events>
		<m_EventName>ExtFinishing</m_EventName>
		<m_Time>End</m_Time>
		<m_ParameterValue></m_ParameterValue>
	</m_Events>
	<m_SubStateBoneWeights>
		<boneName>Dummy01</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Translation_Data</boneName>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_Thigh</boneName>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_Thigh</boneName>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Spine</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Spine1</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Neck</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Head</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_Clavicle</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_UpperArm</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_Forearm</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_Hand</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_Finger0</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_L_Finger1</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_Clavicle</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_UpperArm</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_Forearm</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_Hand</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_Finger0</boneName>
		<weight>0.00</weight>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_R_Finger1</boneName>
		<weight>0.00</weight>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Pelvis</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_BackPack</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_DressFront</boneName>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_DressBack</boneName>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Prop1</boneName>
		<weight>0.00</weight>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01_Prop2</boneName>
		<weight>0.00</weight>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
	<m_SubStateBoneWeights>
		<boneName>Bip01</boneName>
		<includeDescendants>false</includeDescendants>
	</m_SubStateBoneWeights>
</animNode>