]> Untitled Git - baabarian.git/blobdiff - player/skin.tscn
* Added dust clouds
[baabarian.git] / player / skin.tscn
index ada25d9b10ed40d5314b00a51edd91dcfee0148d..beca117ddf396c9fe98c784d39ce886f564c0ddb 100644 (file)
@@ -1,22 +1,10 @@
-[gd_scene load_steps=13 format=3 uid="uid://127fi2uta0p8"]
+[gd_scene load_steps=17 format=3 uid="uid://127fi2uta0p8"]
 
 [ext_resource type="PackedScene" uid="uid://b77p7nmn30107" path="res://model/ram-barbarian.glb" id="1_slxxm"]
 [ext_resource type="Script" uid="uid://b2hbg1leabjky" path="res://player/skin.gd" id="2_0vn8v"]
 
-[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_0vn8v"]
-animation = &"idle-standing"
-
-[sub_resource type="AnimationNodeTransition" id="AnimationNodeTransition_slxxm"]
-sync = true
-xfade_time = 0.5
-input_0/name = "idle"
-input_0/auto_advance = false
-input_0/break_loop_at_end = false
-input_0/reset = true
-input_1/name = "move"
-input_1/auto_advance = false
-input_1/break_loop_at_end = false
-input_1/reset = true
+[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_uiah6"]
+animation = &"move-falling"
 
 [sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_ogs51"]
 animation = &"idle-standing"
@@ -48,19 +36,65 @@ min_space = 0.0
 max_space = 20.0
 sync = true
 
+[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_y8rh2"]
+animation = &"idle-lookAround"
+
+[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_pb2t0"]
+sync = true
+fadein_time = 1.0
+fadeout_time = 1.0
+autorestart = true
+autorestart_delay = 3.0
+autorestart_random_delay = 3.0
+
+[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_twbhx"]
+animation = &"idle-standing"
+
+[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_kx47x"]
+animation = &"move-landing"
+
+[sub_resource type="AnimationNodeTransition" id="AnimationNodeTransition_slxxm"]
+sync = true
+xfade_time = 0.2
+input_0/name = "falling"
+input_0/auto_advance = false
+input_0/break_loop_at_end = false
+input_0/reset = true
+input_1/name = "landing"
+input_1/auto_advance = true
+input_1/break_loop_at_end = false
+input_1/reset = true
+input_2/name = "grounded"
+input_2/auto_advance = false
+input_2/break_loop_at_end = false
+input_2/reset = true
+input_3/name = "idle"
+input_3/auto_advance = false
+input_3/break_loop_at_end = false
+input_3/reset = true
+
 [sub_resource type="AnimationNodeTimeScale" id="AnimationNodeTimeScale_uiah6"]
 
 [sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_slxxm"]
-nodes/idle/node = SubResource("AnimationNodeAnimation_0vn8v")
-nodes/idle/position = Vector2(-320, -40)
+graph_offset = Vector2(-843.968, 81.7895)
+nodes/falling/node = SubResource("AnimationNodeAnimation_uiah6")
+nodes/falling/position = Vector2(-310, 20)
+nodes/grounded/node = SubResource("AnimationNodeBlendSpace1D_lkge1")
+nodes/grounded/position = Vector2(-320, 370)
+nodes/idle-look/node = SubResource("AnimationNodeAnimation_y8rh2")
+nodes/idle-look/position = Vector2(-300, 790)
+nodes/idle-oneshot/node = SubResource("AnimationNodeOneShot_pb2t0")
+nodes/idle-oneshot/position = Vector2(-80, 590)
+nodes/idle-standing/node = SubResource("AnimationNodeAnimation_twbhx")
+nodes/idle-standing/position = Vector2(-290, 610)
+nodes/landing/node = SubResource("AnimationNodeAnimation_kx47x")
+nodes/landing/position = Vector2(-320, 190)
 nodes/motion/node = SubResource("AnimationNodeTransition_slxxm")
-nodes/motion/position = Vector2(-30, 90)
-nodes/movement/node = SubResource("AnimationNodeBlendSpace1D_lkge1")
-nodes/movement/position = Vector2(-320, 180)
-nodes/output/position = Vector2(550, 110)
+nodes/motion/position = Vector2(190, 130)
+nodes/output/position = Vector2(770, 150)
 nodes/timescale/node = SubResource("AnimationNodeTimeScale_uiah6")
-nodes/timescale/position = Vector2(250, 100)
-node_connections = [&"motion", 0, &"idle", &"motion", 1, &"movement", &"output", 0, &"timescale", &"timescale", 0, &"motion"]
+nodes/timescale/position = Vector2(470, 140)
+node_connections = [&"idle-oneshot", 0, &"idle-standing", &"idle-oneshot", 1, &"idle-look", &"motion", 0, &"falling", &"motion", 1, &"landing", &"motion", 2, &"grounded", &"motion", 3, &"idle-oneshot", &"output", 0, &"timescale", &"timescale", 0, &"motion"]
 
 [node name="skin" instance=ExtResource("1_slxxm")]
 script = ExtResource("2_0vn8v")
@@ -70,86 +104,91 @@ unique_name_in_owner = true
 root_node = NodePath("%AnimationTree/..")
 tree_root = SubResource("AnimationNodeBlendTree_slxxm")
 anim_player = NodePath("../AnimationPlayer")
-parameters/motion/current_state = "move"
+parameters/grounded/blend_position = 0.0
+parameters/idle-oneshot/active = false
+parameters/idle-oneshot/internal_active = false
+parameters/idle-oneshot/request = 0
+parameters/motion/current_state = "grounded"
 parameters/motion/transition_request = ""
-parameters/motion/current_index = 1
-parameters/movement/blend_position = 0.0
+parameters/motion/current_index = 2
 parameters/timescale/scale = 1.0
 
 [node name="Skeleton3D" parent="." index="1"]
-bones/0/position = Vector3(-0.00267065, 2.38603, 0.199771)
-bones/0/rotation = Quaternion(0.239609, 0.000249904, -0.0302077, 0.970399)
-bones/2/position = Vector3(0.0106148, 1.06697, -0.155807)
-bones/2/rotation = Quaternion(0.198047, -0.0236731, 0.00276388, 0.979903)
+bones/0/position = Vector3(0.0255365, 2.45365, 0.18335)
+bones/0/rotation = Quaternion(0.219745, -0.0412482, -0.0604718, 0.972807)
+bones/2/position = Vector3(0.0205738, 1.1245, -0.145888)
+bones/2/rotation = Quaternion(0.196834, -0.027007, -0.00338451, 0.980059)
 bones/3/rotation = Quaternion(-0.0515642, -1.19138e-07, -9.52299e-09, 0.99867)
 bones/3/scale = Vector3(1, 1, 1)
-bones/4/rotation = Quaternion(-0.115084, 0.00528055, 0.00473896, 0.99333)
+bones/4/rotation = Quaternion(-0.118867, 0.00542142, 0.00513696, 0.992882)
 bones/4/scale = Vector3(1, 1, 1)
-bones/5/rotation = Quaternion(0.0458719, 0.0117897, 0.00977276, 0.99883)
+bones/5/rotation = Quaternion(0.0424065, 0.0131392, 0.0102212, 0.998962)
 bones/5/scale = Vector3(0.999999, 1, 0.999999)
-bones/6/rotation = Quaternion(0.248499, 0.00805833, -0.0367739, 0.9679)
-bones/7/rotation = Quaternion(-0.0948396, 0.0195393, -0.00186186, 0.995299)
-bones/8/rotation = Quaternion(0.00825577, -0.0308189, -0.00906405, 0.99945)
-bones/9/position = Vector3(0.00633017, 1.04915, -0.0671743)
-bones/9/rotation = Quaternion(-0.011999, -0.74511, -0.40534, 0.529497)
-bones/10/position = Vector3(0.00633022, 1.04915, -0.0671743)
-bones/10/rotation = Quaternion(-0.0282832, 0.719165, 0.402212, 0.565886)
-bones/11/position = Vector3(-0.010296, 0.940563, 0.273476)
-bones/11/rotation = Quaternion(0.975224, -0.00719365, 0.022743, 0.219932)
+bones/6/rotation = Quaternion(0.212476, 0.00396399, -0.0429584, 0.976214)
+bones/7/rotation = Quaternion(-0.0948562, 0.00215462, -0.000205305, 0.995489)
+bones/8/rotation = Quaternion(0.0354827, -0.0505498, -0.0202405, 0.997886)
+bones/9/position = Vector3(0.015688, 1.10693, -0.0572389)
+bones/9/rotation = Quaternion(-0.0168993, -0.746323, -0.408117, 0.525507)
+bones/10/position = Vector3(0.0156881, 1.10693, -0.0572389)
+bones/10/rotation = Quaternion(-0.0248836, 0.718608, 0.397575, 0.570016)
+bones/11/position = Vector3(-0.00380856, 0.999313, 0.283569)
+bones/11/rotation = Quaternion(0.974527, -0.0145109, 0.0233339, 0.222583)
 bones/11/scale = Vector3(0.999999, 0.999999, 1)
-bones/12/position = Vector3(0.238329, 1.03615, -0.0427686)
-bones/12/rotation = Quaternion(0.97194, 0.151313, 0.0331481, 0.177026)
-bones/12/scale = Vector3(1.01391, 0.972759, 1.01391)
-bones/13/rotation = Quaternion(2.25727e-08, -0.0603173, 3.86079e-08, 0.998179)
-bones/14/rotation = Quaternion(0.482517, -0.0596135, 0.0330136, 0.873232)
-bones/14/scale = Vector3(1.00239, 0.966426, 1.03299)
-bones/15/rotation = Quaternion(3.15411e-08, -0.00786937, -5.35516e-08, 0.999969)
-bones/16/rotation = Quaternion(-0.75751, -0.00801581, 0.112817, 0.642951)
-bones/16/scale = Vector3(0.985174, 0.985403, 1.03034)
+bones/12/position = Vector3(0.247384, 1.09086, -0.0318425)
+bones/12/rotation = Quaternion(0.982452, 0.125414, 0.033123, 0.134022)
+bones/12/scale = Vector3(1.01195, 0.976522, 1.01195)
+bones/13/rotation = Quaternion(1.22129e-08, -0.0542721, -2.99332e-09, 0.998526)
+bones/14/rotation = Quaternion(0.388098, -0.0532355, 0.0223342, 0.919808)
+bones/14/scale = Vector3(1.0017, 0.979205, 1.02013)
+bones/15/rotation = Quaternion(1.09583e-07, -0.0244347, -1.04062e-08, 0.999701)
+bones/16/rotation = Quaternion(-0.719968, -0.0247094, 0.106267, 0.685378)
+bones/16/scale = Vector3(0.98762, 0.986641, 1.02637)
 bones/17/rotation = Quaternion(-0.000131442, 0.977292, -0.211898, -0.000613969)
 bones/17/scale = Vector3(0.999998, 1, 0.999998)
-bones/18/position = Vector3(-0.227032, 1.038, -0.0648937)
-bones/18/rotation = Quaternion(0.969333, -0.142191, 0.0135083, 0.19998)
-bones/18/scale = Vector3(1.01644, 0.967919, 1.01644)
-bones/19/rotation = Quaternion(-4.17223e-09, 0.0566505, 2.4988e-08, 0.998394)
-bones/20/rotation = Quaternion(0.478587, 0.0560147, -0.030681, 0.875715)
-bones/20/scale = Vector3(1.00235, 0.961857, 1.03824)
-bones/21/rotation = Quaternion(4.25747e-08, 0.0105861, 1.65266e-08, 0.999944)
-bones/22/rotation = Quaternion(-0.741466, 0.00982181, -0.135983, 0.656994)
-bones/22/scale = Vector3(0.983688, 0.982557, 1.03498)
-bones/23/rotation = Quaternion(-0.000139739, 0.976142, -0.217133, -0.000613285)
+bones/18/position = Vector3(-0.217816, 1.09894, -0.0558989)
+bones/18/rotation = Quaternion(0.980505, -0.129684, 0.016301, 0.146721)
+bones/18/scale = Vector3(1.01394, 0.972695, 1.01394)
+bones/19/rotation = Quaternion(-1.24209e-08, 0.0601884, -4.43071e-08, 0.998187)
+bones/20/rotation = Quaternion(0.362075, 0.0592591, -0.0228539, 0.929983)
+bones/20/scale = Vector3(1.00157, 0.978894, 1.0208)
+bones/21/rotation = Quaternion(2.70815e-08, 0.0183892, -1.26417e-08, 0.999831)
+bones/22/rotation = Quaternion(-0.687773, 0.0184232, -0.151369, 0.70973)
+bones/22/scale = Vector3(0.987182, 0.98452, 1.02915)
+bones/23/rotation = Quaternion(-0.000139747, 0.97585, -0.218442, -0.00061328)
 bones/23/scale = Vector3(0.999997, 1, 0.999998)
-bones/24/position = Vector3(0.135939, 2.43565, 0.340442)
-bones/24/rotation = Quaternion(0.257456, -0.081828, -0.143206, 0.95211)
-bones/25/position = Vector3(0.14939, 2.48387, 0.370411)
-bones/25/rotation = Quaternion(-0.306539, 0.0857769, -0.417251, 0.851221)
-bones/26/position = Vector3(0.18094, 2.50612, 0.341945)
-bones/26/rotation = Quaternion(0.750105, -0.159481, 0.622202, -0.157394)
+bones/24/position = Vector3(0.158623, 2.49862, 0.3308)
+bones/24/rotation = Quaternion(0.238394, -0.125695, -0.170269, 0.947828)
+bones/25/position = Vector3(0.173723, 2.54697, 0.359798)
+bones/25/rotation = Quaternion(-0.307155, 0.0612679, -0.461764, 0.829865)
+bones/26/position = Vector3(0.208679, 2.56543, 0.332631)
+bones/26/rotation = Quaternion(0.725861, -0.170427, 0.655117, -0.122075)
 bones/26/scale = Vector3(0.999998, 1.00001, 0.999995)
-bones/28/position = Vector3(0.147337, 2.40668, 0.33163)
-bones/28/rotation = Quaternion(0.202518, -0.405425, 0.10624, 0.885059)
-bones/29/position = Vector3(-0.130272, 2.45126, 0.344432)
-bones/29/rotation = Quaternion(0.263916, 0.0808602, 0.0833871, 0.957526)
-bones/30/position = Vector3(-0.137099, 2.50066, 0.374705)
-bones/30/rotation = Quaternion(-0.304756, -0.0549504, 0.371275, 0.875362)
-bones/31/position = Vector3(-0.16667, 2.52649, 0.347155)
-bones/31/rotation = Quaternion(0.748758, 0.112949, -0.62308, -0.195896)
-bones/33/position = Vector3(-0.145235, 2.42383, 0.336015)
-bones/33/rotation = Quaternion(0.224279, 0.406078, -0.160858, 0.871163)
-bones/34/position = Vector3(-0.00320069, 2.3062, 0.476614)
-bones/34/rotation = Quaternion(-0.516746, 0.0215367, -0.0211833, 0.855605)
-bones/35/position = Vector3(-0.00199491, 2.30966, 0.543529)
-bones/35/rotation = Quaternion(-0.679437, 0.0253827, -0.016379, 0.733111)
+bones/27/scale = Vector3(1, 0.999996, 1)
+bones/28/position = Vector3(0.168205, 2.4685, 0.3239)
+bones/28/rotation = Quaternion(0.164173, -0.439204, 0.0864802, 0.879016)
+bones/29/position = Vector3(-0.105215, 2.53479, 0.316701)
+bones/29/rotation = Quaternion(0.243767, 0.0411019, 0.0525414, 0.967537)
+bones/30/position = Vector3(-0.110215, 2.58595, 0.344392)
+bones/30/rotation = Quaternion(-0.336967, -0.0634489, 0.327647, 0.880383)
+bones/31/position = Vector3(-0.135836, 2.61272, 0.313938)
+bones/31/rotation = Quaternion(0.776388, 0.0765951, -0.592559, -0.200573)
+bones/33/position = Vector3(-0.121761, 2.50826, 0.308399)
+bones/33/rotation = Quaternion(0.226691, 0.365023, -0.196096, 0.881428)
+bones/34/position = Vector3(0.00105981, 2.38651, 0.462591)
+bones/34/rotation = Quaternion(-0.532495, 0.0135932, -0.0719269, 0.843262)
+bones/35/position = Vector3(-0.00168601, 2.39286, 0.529249)
+bones/35/rotation = Quaternion(-0.692346, 0.0278897, -0.0676779, 0.717844)
+bones/35/scale = Vector3(0.999995, 1.00001, 0.999993)
 bones/36/rotation = Quaternion(0.172857, -8.96689e-08, 5.17381e-07, 0.984947)
 bones/36/scale = Vector3(1.00001, 0.99999, 1)
-bones/37/position = Vector3(0.0240037, 2.32828, 0.498317)
-bones/37/rotation = Quaternion(-0.0480895, 0.515431, 0.815977, 0.257295)
-bones/38/position = Vector3(-0.0269791, 2.33127, 0.499081)
-bones/38/rotation = Quaternion(0.0903657, 0.507826, 0.828823, -0.216795)
-bones/39/position = Vector3(0.0784617, 2.41923, 0.478438)
-bones/39/rotation = Quaternion(0.0215367, 0.516746, 0.855605, 0.0211833)
-bones/40/position = Vector3(0.0408224, 2.40087, 0.502459)
-bones/40/rotation = Quaternion(0.734724, 0.499731, 0.346613, -0.300516)
+bones/37/position = Vector3(0.0285146, 2.40738, 0.485161)
+bones/37/rotation = Quaternion(-0.0596794, 0.525421, 0.792202, 0.304611)
+bones/38/position = Vector3(-0.0220142, 2.41432, 0.482419)
+bones/38/rotation = Quaternion(0.0878606, 0.528035, 0.828278, -0.165575)
+bones/39/position = Vector3(0.0911943, 2.49289, 0.465353)
+bones/39/rotation = Quaternion(0.0135931, 0.532495, 0.843262, 0.0719268)
+bones/40/position = Vector3(0.0507715, 2.47857, 0.487532)
+bones/40/rotation = Quaternion(0.748316, 0.487216, 0.371142, -0.254749)
 bones/40/scale = Vector3(0.999991, 1.00002, 0.999991)
 bones/41/rotation = Quaternion(0.0748443, -0.0181031, -0.0431399, 0.996097)
 bones/41/scale = Vector3(1.00002, 0.999968, 1.00002)
@@ -157,8 +196,8 @@ bones/42/rotation = Quaternion(0.274345, -0.0136419, -0.129806, 0.952732)
 bones/42/scale = Vector3(0.999996, 1, 1)
 bones/43/rotation = Quaternion(0.27804, -0.00341172, 0.0671248, 0.958215)
 bones/43/scale = Vector3(0.999993, 1.00001, 0.999995)
-bones/44/position = Vector3(0.114994, 2.41725, 0.479451)
-bones/44/rotation = Quaternion(-0.623357, 0.604359, 0.399417, -0.294352)
+bones/44/position = Vector3(0.127316, 2.48815, 0.468868)
+bones/44/rotation = Quaternion(-0.60542, 0.645885, 0.377385, -0.27181)
 bones/44/scale = Vector3(0.999998, 1, 0.999998)
 bones/45/rotation = Quaternion(0.2161, 2.22311e-06, 4.32705e-05, 0.976371)
 bones/45/scale = Vector3(1, 0.999993, 1)
@@ -166,12 +205,12 @@ bones/46/rotation = Quaternion(0.356977, 0.00869095, -0.115439, 0.926912)
 bones/46/scale = Vector3(1.00001, 0.99998, 1.00001)
 bones/47/rotation = Quaternion(0.0323413, 0.0279362, -0.125436, 0.991181)
 bones/47/scale = Vector3(0.999984, 1.00003, 0.999982)
-bones/48/position = Vector3(0.0784617, 2.41923, 0.478438)
-bones/48/rotation = Quaternion(0.0215367, 0.516747, 0.855605, 0.0211832)
-bones/50/position = Vector3(-0.0710107, 2.42799, 0.480678)
-bones/50/rotation = Quaternion(0.0215367, 0.516746, 0.855605, 0.0211833)
-bones/51/position = Vector3(-0.0350725, 2.40532, 0.503597)
-bones/51/rotation = Quaternion(0.698954, -0.546307, -0.339386, -0.312776)
+bones/48/position = Vector3(0.0911943, 2.49289, 0.465353)
+bones/48/rotation = Quaternion(0.0135931, 0.532495, 0.843262, 0.0719268)
+bones/50/position = Vector3(-0.0569468, 2.51322, 0.457316)
+bones/50/rotation = Quaternion(0.0135931, 0.532495, 0.843262, 0.0719268)
+bones/51/position = Vector3(-0.0244476, 2.4889, 0.48345)
+bones/51/rotation = Quaternion(0.694061, -0.569932, -0.29241, -0.328563)
 bones/51/scale = Vector3(0.999994, 1.00001, 0.999994)
 bones/52/rotation = Quaternion(0.0748532, 0.0181026, 0.0431495, 0.996096)
 bones/52/scale = Vector3(1.00001, 0.999982, 1.00001)
@@ -179,8 +218,8 @@ bones/53/rotation = Quaternion(0.274339, 0.013641, 0.129806, 0.952734)
 bones/53/scale = Vector3(0.999994, 1.00001, 0.999996)
 bones/54/rotation = Quaternion(0.278045, 0.00341402, -0.0671337, 0.958213)
 bones/54/scale = Vector3(1.00001, 0.999981, 1.00001)
-bones/55/position = Vector3(-0.107477, 2.43029, 0.482786)
-bones/55/rotation = Quaternion(0.663552, 0.571191, 0.372139, 0.308143)
+bones/55/position = Vector3(-0.0931736, 2.51841, 0.456905)
+bones/55/rotation = Quaternion(0.666396, 0.542142, 0.368944, 0.354794)
 bones/55/scale = Vector3(0.999997, 1.00001, 0.999997)
 bones/56/rotation = Quaternion(0.216103, -7.73366e-06, -1.78721e-05, 0.976371)
 bones/56/scale = Vector3(1.00001, 0.999986, 1.00001)
@@ -188,168 +227,175 @@ bones/57/rotation = Quaternion(0.356974, -0.00869836, 0.115457, 0.926911)
 bones/57/scale = Vector3(0.999996, 1, 1)
 bones/58/rotation = Quaternion(0.0323403, -0.0279344, 0.125375, 0.991189)
 bones/58/scale = Vector3(1.00001, 0.999986, 1.00001)
-bones/59/position = Vector3(-0.0710107, 2.42799, 0.480678)
-bones/59/rotation = Quaternion(0.0215366, 0.516746, 0.855606, 0.0211833)
-bones/61/position = Vector3(-0.00584984, 2.27021, 0.446126)
-bones/61/rotation = Quaternion(-0.516746, 0.0215367, -0.0211833, 0.855605)
-bones/62/position = Vector3(-0.0050508, 2.28629, 0.431044)
-bones/62/rotation = Quaternion(-0.42068, 0.0191065, -0.0233989, 0.906706)
-bones/65/position = Vector3(0.00318072, 2.437, 0.390851)
-bones/65/rotation = Quaternion(0.998241, -0.0288468, -0.00896812, 0.0510211)
-bones/66/position = Vector3(-0.010335, 2.20626, 0.415327)
-bones/66/rotation = Quaternion(0.412229, -0.00525242, -0.0297484, 0.910579)
+bones/59/position = Vector3(-0.0569468, 2.51322, 0.457316)
+bones/59/rotation = Quaternion(0.013593, 0.532496, 0.843262, 0.071927)
+bones/61/position = Vector3(-0.00253631, 2.34881, 0.433502)
+bones/61/rotation = Quaternion(-0.532495, 0.0135932, -0.0719269, 0.843262)
+bones/62/position = Vector3(0.00081859, 2.36472, 0.417758)
+bones/62/rotation = Quaternion(-0.437676, 0.00569417, -0.0729782, 0.896148)
+bones/65/position = Vector3(0.023535, 2.51237, 0.372269)
+bones/65/rotation = Quaternion(0.994806, -0.0698113, 0.0220144, 0.0707338)
+bones/66/position = Vector3(-0.0100516, 2.28263, 0.404603)
+bones/66/rotation = Quaternion(0.393132, -0.0515654, -0.0519544, 0.916564)
 bones/66/scale = Vector3(0.999995, 1.00001, 0.999995)
 bones/67/scale = Vector3(1.00001, 0.999973, 1.00001)
-bones/68/position = Vector3(-0.00854236, 2.2489, 0.344302)
-bones/68/rotation = Quaternion(0.875994, -0.0220452, -0.0206537, 0.481375)
-bones/69/position = Vector3(0.1373, 2.42914, 0.388841)
-bones/69/rotation = Quaternion(0.972307, -0.117931, -0.0316608, -0.199271)
-bones/72/position = Vector3(-0.130939, 2.44486, 0.392862)
-bones/72/rotation = Quaternion(0.977906, 0.0578474, 0.0287151, -0.19882)
-bones/75/position = Vector3(-0.00414163, 2.28717, 0.48986)
-bones/75/rotation = Quaternion(-0.408349, -0.295997, -0.535073, 0.677742)
+bones/68/position = Vector3(-0.000225492, 2.3239, 0.332512)
+bones/68/rotation = Quaternion(0.864304, -0.072422, -0.0106445, 0.497614)
+bones/69/position = Vector3(0.156442, 2.49418, 0.379402)
+bones/69/rotation = Quaternion(0.971437, -0.150107, 0.0102164, -0.183504)
+bones/72/position = Vector3(-0.109421, 2.53065, 0.365197)
+bones/72/rotation = Quaternion(0.981957, 0.0264442, 0.0669529, -0.174868)
+bones/75/position = Vector3(-0.00221003, 2.36818, 0.476491)
+bones/75/rotation = Quaternion(-0.416312, -0.312788, -0.567836, 0.637503)
 bones/76/rotation = Quaternion(-0.152114, -0.0958311, 0.26607, 0.94704)
 bones/76/scale = Vector3(0.999995, 1.00001, 0.999996)
-bones/77/position = Vector3(-0.00414163, 2.28717, 0.48986)
-bones/77/rotation = Quaternion(-0.382282, 0.329486, 0.500553, 0.703382)
+bones/77/position = Vector3(-0.00221003, 2.36818, 0.476491)
+bones/77/rotation = Quaternion(-0.399852, 0.33175, 0.45284, 0.724566)
 bones/78/rotation = Quaternion(-0.152099, 0.0958265, -0.266074, 0.947042)
 bones/78/scale = Vector3(0.999996, 1.00001, 0.999997)
-bones/79/position = Vector3(-0.00543533, 2.2693, 0.473408)
-bones/79/rotation = Quaternion(-0.338333, -0.290247, -0.462669, 0.766306)
+bones/79/position = Vector3(-0.00388304, 2.34975, 0.460709)
+bones/79/rotation = Quaternion(-0.350395, -0.311137, -0.496872, 0.730435)
 bones/79/scale = Vector3(0.999996, 1.00001, 0.999996)
 bones/80/rotation = Quaternion(-0.0082481, 0.0772324, 0.0388616, 0.996221)
 bones/80/scale = Vector3(1.00001, 0.999983, 1.00001)
-bones/81/position = Vector3(-0.00543533, 2.2693, 0.473408)
-bones/81/rotation = Quaternion(-0.313816, 0.320974, 0.422052, 0.787634)
+bones/81/position = Vector3(-0.00388304, 2.34975, 0.460709)
+bones/81/rotation = Quaternion(-0.331053, 0.316178, 0.373553, 0.80678)
+bones/81/scale = Vector3(0.999995, 1.00001, 0.999995)
 bones/82/rotation = Quaternion(-0.00824437, -0.0772325, -0.0388543, 0.996222)
 bones/82/scale = Vector3(1.00001, 0.999978, 1.00001)
-bones/83/position = Vector3(0.118909, 2.42513, 0.486768)
-bones/83/rotation = Quaternion(0.255366, 0.40917, 0.648815, 0.588564)
+bones/83/position = Vector3(0.131377, 2.49602, 0.47611)
+bones/83/rotation = Quaternion(0.237574, 0.393144, 0.624385, 0.631775)
 bones/83/scale = Vector3(0.999998, 1, 0.999998)
 bones/84/rotation = Quaternion(-0.223152, -3.36832e-06, 0.0151671, 0.974666)
 bones/84/scale = Vector3(1, 1, 0.999999)
 bones/85/rotation = Quaternion(-0.299471, 2.72422e-06, -0.0939843, 0.949465)
 bones/86/rotation = Quaternion(-0.172955, -4.25693e-07, 0.173112, 0.969597)
 bones/86/scale = Vector3(0.999992, 1.00002, 0.999992)
-bones/87/position = Vector3(0.0354297, 2.4102, 0.503832)
-bones/87/rotation = Quaternion(-0.354302, 0.00644714, 0.922159, 0.155086)
+bones/87/position = Vector3(0.0460635, 2.48834, 0.488173)
+bones/87/rotation = Quaternion(-0.386681, 0.034783, 0.90305, 0.183761)
 bones/87/scale = Vector3(1, 0.999998, 1)
 bones/88/scale = Vector3(1, 0.999995, 1)
-bones/89/position = Vector3(-0.110224, 2.43856, 0.490202)
-bones/89/rotation = Quaternion(0.221254, -0.414553, -0.685893, 0.555646)
+bones/89/position = Vector3(-0.0957155, 2.52719, 0.463789)
+bones/89/rotation = Quaternion(0.215158, -0.455101, -0.690725, 0.519123)
 bones/89/scale = Vector3(0.999995, 1.00001, 0.999995)
 bones/90/rotation = Quaternion(-0.223173, -2.162e-06, -0.0151925, 0.97466)
 bones/90/scale = Vector3(1.00001, 0.999989, 1)
 bones/91/rotation = Quaternion(-0.299462, -6.08687e-08, 0.0939902, 0.949467)
+bones/91/scale = Vector3(0.999997, 1, 0.999999)
 bones/92/rotation = Quaternion(-0.172932, -3.16152e-07, -0.173093, 0.969605)
 bones/92/scale = Vector3(1.00001, 0.999989, 1.00001)
-bones/93/position = Vector3(-0.0285886, 2.41395, 0.504792)
-bones/93/rotation = Quaternion(0.36783, -0.0166147, 0.924248, -0.100946)
+bones/93/position = Vector3(-0.0173845, 2.49705, 0.48473)
+bones/93/rotation = Quaternion(0.338787, -0.00823259, 0.93908, -0.0573043)
 bones/93/scale = Vector3(0.999998, 1, 0.999998)
 bones/94/scale = Vector3(1, 0.999994, 1)
-bones/95/position = Vector3(0.126489, 2.42546, 0.438376)
-bones/95/rotation = Quaternion(0.542823, -0.28751, -0.196881, 0.764146)
-bones/96/position = Vector3(0.125834, 2.44488, 0.493317)
-bones/96/rotation = Quaternion(0.704436, -0.446407, 0.0840668, 0.545366)
+bones/95/position = Vector3(0.142306, 2.49354, 0.428226)
+bones/95/rotation = Quaternion(0.520966, -0.337299, -0.202894, 0.757402)
+bones/96/position = Vector3(0.139427, 2.51545, 0.482317)
+bones/96/rotation = Quaternion(0.671615, -0.48927, 0.094806, 0.548234)
 bones/97/rotation = Quaternion(0.295784, -1.33077e-06, 0.145409, 0.944123)
-bones/98/position = Vector3(0.0359119, 2.42506, 0.536073)
-bones/98/rotation = Quaternion(0.746417, -0.504941, 0.425331, 0.0836042)
-bones/99/position = Vector3(-0.119156, 2.43986, 0.442058)
-bones/99/rotation = Quaternion(0.561599, 0.266658, 0.143692, 0.769969)
-bones/100/position = Vector3(-0.114597, 2.45897, 0.496921)
-bones/100/rotation = Quaternion(0.728014, 0.412535, -0.126362, 0.532769)
-bones/102/position = Vector3(-0.0263683, 2.42871, 0.537007)
-bones/102/rotation = Quaternion(0.768233, 0.461601, -0.440613, 0.0510122)
-bones/103/position = Vector3(0.0467389, 2.29026, 0.456898)
-bones/103/rotation = Quaternion(-0.301239, -0.208187, -0.393482, 0.843259)
-bones/105/position = Vector3(-0.0552787, 2.29692, 0.45834)
-bones/105/rotation = Quaternion(-0.282622, 0.238048, 0.347934, 0.861626)
-bones/107/position = Vector3(0.126489, 2.42546, 0.438376)
-bones/107/rotation = Quaternion(0.79493, -0.324505, -0.510183, 0.0499713)
-bones/109/position = Vector3(-0.119156, 2.43986, 0.442058)
-bones/109/rotation = Quaternion(0.820098, 0.278151, 0.494435, 0.0748737)
-bones/111/position = Vector3(0.034327, 2.51215, 0.545576)
-bones/111/rotation = Quaternion(0.717457, -0.0312607, 0.694423, -0.0453229)
-bones/112/position = Vector3(0.0801213, 2.52637, 0.529015)
-bones/112/rotation = Quaternion(0.797377, 0.0449795, 0.599602, -0.0514152)
-bones/113/position = Vector3(0.115025, 2.53512, 0.495807)
-bones/113/rotation = Quaternion(0.933388, 0.0508257, 0.353627, -0.0339282)
-bones/114/position = Vector3(-0.0143385, 2.51501, 0.546305)
-bones/114/rotation = Quaternion(0.707587, -0.011451, -0.701238, -0.0863366)
-bones/115/position = Vector3(-0.0586332, 2.5345, 0.531095)
-bones/115/rotation = Quaternion(0.78432, -0.0923176, -0.607429, -0.0857297)
-bones/116/position = Vector3(-0.0932516, 2.54733, 0.498929)
-bones/116/rotation = Quaternion(0.92342, -0.105851, -0.364961, -0.0537955)
-bones/117/position = Vector3(0.00335769, 2.40632, 0.524044)
-bones/117/rotation = Quaternion(0.995954, -0.0285285, -0.0099351, 0.0846316)
+bones/98/position = Vector3(0.0456942, 2.50455, 0.51976)
+bones/98/rotation = Quaternion(0.709918, -0.52719, 0.456263, 0.0995556)
+bones/99/position = Vector3(-0.101163, 2.52695, 0.415218)
+bones/99/rotation = Quaternion(0.550293, 0.222292, 0.125841, 0.794939)
+bones/100/position = Vector3(-0.0988623, 2.54816, 0.469388)
+bones/100/rotation = Quaternion(0.735935, 0.36341, -0.132181, 0.555753)
+bones/101/rotation = Quaternion(0.295786, 2.91753e-07, -0.145407, 0.944123)
+bones/102/position = Vector3(-0.0160313, 2.51302, 0.516411)
+bones/102/rotation = Quaternion(0.798384, 0.419801, -0.426787, 0.0648328)
+bones/103/position = Vector3(0.0507139, 2.36591, 0.446882)
+bones/103/rotation = Quaternion(-0.313999, -0.231697, -0.43134, 0.813429)
+bones/105/position = Vector3(-0.0503437, 2.37978, 0.441399)
+bones/105/rotation = Quaternion(-0.302326, 0.228188, 0.299414, 0.875717)
+bones/107/position = Vector3(0.142306, 2.49354, 0.428226)
+bones/107/rotation = Quaternion(0.796474, -0.367595, -0.478746, 0.0361444)
+bones/109/position = Vector3(-0.101163, 2.52695, 0.415218)
+bones/109/rotation = Quaternion(0.812154, 0.253567, 0.511459, 0.120493)
+bones/111/position = Vector3(0.0504605, 2.59184, 0.525679)
+bones/111/rotation = Quaternion(0.693586, -0.0432301, 0.719065, -0.00387396)
+bones/112/position = Vector3(0.0981955, 2.60173, 0.511645)
+bones/112/rotation = Quaternion(0.779578, 0.0279532, 0.625609, -0.00951861)
+bones/112/scale = Vector3(1, 0.999998, 1)
+bones/113/position = Vector3(0.135711, 2.60628, 0.480507)
+bones/113/rotation = Quaternion(0.923217, 0.0226948, 0.383607, 0.00135333)
+bones/114/position = Vector3(0.00222854, 2.59846, 0.523062)
+bones/114/rotation = Quaternion(0.730619, -0.0512025, -0.673605, -0.0991488)
+bones/115/position = Vector3(-0.0393231, 2.62061, 0.504183)
+bones/115/rotation = Quaternion(0.801008, -0.132997, -0.575767, -0.0958647)
+bones/115/scale = Vector3(1, 0.999996, 1)
+bones/116/position = Vector3(-0.0707104, 2.63461, 0.469307)
+bones/116/rotation = Quaternion(0.930832, -0.147881, -0.330125, -0.0519667)
+bones/117/position = Vector3(0.0125892, 2.48781, 0.506362)
+bones/117/rotation = Quaternion(0.991857, -0.0705139, 0.0196493, 0.104219)
+bones/117/scale = Vector3(0.999997, 1, 0.999997)
 bones/118/rotation = Quaternion(-0.0510243, -8.36275e-09, -1.62563e-07, 0.998697)
 bones/118/scale = Vector3(1.00001, 0.999989, 1.00001)
-bones/119/position = Vector3(-0.00197634, 2.31987, 0.506414)
-bones/119/rotation = Quaternion(0.963626, -0.0302036, 0.000560127, -0.265543)
+bones/119/position = Vector3(0.00150565, 2.40132, 0.491848)
+bones/119/rotation = Quaternion(0.966565, -0.0593439, 0.042855, -0.245753)
 bones/119/scale = Vector3(0.999996, 1.00001, 0.999998)
-bones/120/position = Vector3(0.136373, 2.53209, 0.438328)
-bones/120/rotation = Quaternion(0.974996, 0.00502512, -0.00377621, -0.222133)
-bones/121/position = Vector3(-0.116514, 2.54692, 0.442118)
-bones/121/rotation = Quaternion(0.972979, -0.0653836, 0.00217867, -0.221431)
-bones/122/position = Vector3(0.0130592, 2.71492, -0.0369636)
-bones/122/rotation = Quaternion(-0.579957, 0.0147546, -0.0339977, 0.813804)
-bones/123/rotation = Quaternion(-0.340497, -0.00349068, -0.0219255, 0.939983)
-bones/124/rotation = Quaternion(-0.306573, -0.00302042, -0.0153471, 0.951719)
-bones/125/rotation = Quaternion(-0.213217, -0.000162095, -0.00417275, 0.976996)
-bones/126/position = Vector3(0.0175721, 2.07511, 0.28222)
-bones/126/rotation = Quaternion(-0.555061, -0.253007, -0.431487, 0.664615)
-bones/127/position = Vector3(0.454302, 2.04956, 0.0184054)
-bones/127/rotation = Quaternion(-0.186481, -0.285897, 0.919108, -0.196793)
-bones/127/scale = Vector3(1.01167, 0.977061, 1.01167)
-bones/128/rotation = Quaternion(-1.58411e-07, -0.0873467, 1.02427e-07, 0.996178)
-bones/129/rotation = Quaternion(0.481139, -0.0865761, 0.0480724, 0.871033)
-bones/129/scale = Vector3(1.00071, 0.974216, 1.02625)
-bones/130/rotation = Quaternion(6.03821e-08, 0.225167, 1.24826e-07, 0.97432)
-bones/131/rotation = Quaternion(0.153441, 0.224617, -0.166382, 0.947797)
-bones/131/scale = Vector3(0.990101, 1.01783, 0.992748)
-bones/132/rotation = Quaternion(0.112021, 0.553108, 0.152628, 0.811312)
-bones/133/rotation = Quaternion(0.415176, -0.351153, 0.0602002, 0.837076)
+bones/120/position = Vector3(0.160631, 2.59899, 0.424635)
+bones/120/rotation = Quaternion(0.978525, -0.0261141, 0.0364466, -0.201194)
+bones/121/position = Vector3(-0.0903015, 2.63345, 0.411138)
+bones/121/rotation = Quaternion(0.973541, -0.0962336, 0.0437862, -0.202585)
+bones/122/position = Vector3(0.0822149, 2.7694, -0.0645646)
+bones/122/rotation = Quaternion(-0.586464, 0.013807, -0.0796532, 0.805931)
+bones/123/rotation = Quaternion(-0.317547, -0.00135129, -0.00740384, 0.948213)
+bones/124/rotation = Quaternion(-0.287024, 0.000105714, -0.000516238, 0.957923)
+bones/125/rotation = Quaternion(-0.205185, 0.000946214, 0.00424978, 0.978713)
+bones/126/position = Vector3(0.0396543, 2.13748, 0.283687)
+bones/126/rotation = Quaternion(-0.573649, -0.254567, -0.33542, 0.702578)
+bones/127/position = Vector3(0.434928, 2.16626, -0.0386687)
+bones/127/rotation = Quaternion(-0.126498, -0.159077, 0.944413, -0.258414)
+bones/127/scale = Vector3(1.00939, 0.981474, 1.00939)
+bones/128/rotation = Quaternion(1.38294e-08, -0.0567122, -5.50099e-08, 0.998391)
+bones/129/rotation = Quaternion(0.305625, -0.0563909, 0.018011, 0.95031)
+bones/129/scale = Vector3(0.999908, 0.99071, 1.00983)
+bones/130/rotation = Quaternion(3.8547e-08, 0.253334, 2.22125e-08, 0.967379)
+bones/131/rotation = Quaternion(0.274625, 0.252755, -0.204978, 0.904809)
+bones/131/scale = Vector3(0.992539, 1.00734, 1.00058)
+bones/132/rotation = Quaternion(0.119552, 0.552513, 0.150994, 0.810949)
+bones/133/rotation = Quaternion(0.430164, -0.351033, 0.0611865, 0.829453)
 bones/133/scale = Vector3(1, 0.999988, 0.999998)
-bones/134/rotation = Quaternion(0.379246, -0.0573383, -0.0704669, 0.920825)
-bones/135/rotation = Quaternion(-0.149154, 0.948608, 0.276142, 0.0405069)
-bones/136/rotation = Quaternion(0.474587, -0.33913, 0.218, 0.782454)
+bones/134/rotation = Quaternion(0.394073, -0.0606671, -0.0735686, 0.914119)
+bones/135/rotation = Quaternion(-0.149154, 0.948608, 0.276143, 0.040507)
+bones/136/rotation = Quaternion(0.474588, -0.339129, 0.218, 0.782454)
 bones/137/rotation = Quaternion(0.119079, -0.0302991, -0.146089, 0.981611)
-bones/139/rotation = Quaternion(0.216842, 0.505373, 0.0749101, 0.831845)
-bones/140/rotation = Quaternion(0.425493, -0.464854, 0.09843, 0.77018)
-bones/141/rotation = Quaternion(0.264572, -0.0608534, -0.064556, 0.960276)
-bones/143/rotation = Quaternion(0.356623, 0.458771, 0.0410128, 0.812815)
-bones/144/rotation = Quaternion(0.38229, -0.465177, 0.0711398, 0.795238)
-bones/145/rotation = Quaternion(0.347023, -0.0630967, -0.0397124, 0.934889)
-bones/147/rotation = Quaternion(0.490824, 0.359264, -0.0531385, 0.791958)
-bones/148/rotation = Quaternion(0.346259, -0.531402, 0.0615647, 0.770666)
-bones/149/rotation = Quaternion(0.264023, -0.061118, -0.0534597, 0.961093)
-bones/151/position = Vector3(-0.0355044, 2.07355, 0.28129)
-bones/151/rotation = Quaternion(-0.555841, 0.262732, 0.422075, 0.666232)
-bones/152/position = Vector3(-0.473026, 2.05536, 0.0181773)
-bones/152/rotation = Quaternion(0.180994, -0.287694, 0.917264, 0.207605)
-bones/152/scale = Vector3(1.0181, 0.964762, 1.0181)
-bones/153/rotation = Quaternion(-1.3775e-07, 0.0679515, 1.14696e-08, 0.997689)
-bones/154/rotation = Quaternion(0.514803, 0.0670698, -0.0408478, 0.853704)
-bones/154/scale = Vector3(1.00078, 0.957759, 1.04432)
-bones/155/rotation = Quaternion(9.412e-08, -0.212471, -1.61983e-07, 0.977167)
-bones/156/rotation = Quaternion(0.101424, -0.212394, 0.0690701, 0.969449)
-bones/156/scale = Vector3(0.981982, 1.03485, 0.984401)
-bones/157/rotation = Quaternion(0.10093, -0.554534, -0.152205, 0.811873)
-bones/158/rotation = Quaternion(0.368957, 0.347604, -0.062927, 0.859699)
-bones/159/rotation = Quaternion(0.317335, 0.0411269, 0.0538326, 0.945891)
-bones/160/rotation = Quaternion(0.164171, 0.943046, 0.285639, -0.0460756)
-bones/161/rotation = Quaternion(0.486865, 0.338377, -0.223255, 0.773706)
-bones/162/rotation = Quaternion(0.171044, 0.014186, 0.139637, 0.975215)
-bones/164/rotation = Quaternion(0.209538, -0.50666, -0.0757155, 0.832861)
-bones/165/rotation = Quaternion(0.390228, 0.461128, -0.100198, 0.790597)
-bones/166/rotation = Quaternion(0.215709, 0.0440052, 0.04848, 0.97426)
-bones/168/rotation = Quaternion(0.352311, -0.459481, -0.0440094, 0.814136)
-bones/169/rotation = Quaternion(0.355636, 0.460433, -0.0725003, 0.810104)
-bones/170/rotation = Quaternion(0.310679, 0.0479801, 0.0275115, 0.948904)
-bones/172/rotation = Quaternion(0.489625, -0.358278, 0.0468806, 0.79354)
-bones/173/rotation = Quaternion(0.324356, 0.52555, -0.0639526, 0.783901)
-bones/174/rotation = Quaternion(0.234412, 0.0489577, 0.0398553, 0.970086)
-bones/176/position = Vector3(0.288091, 1.69498, 0.409252)
-bones/176/rotation = Quaternion(-0.012167, 0.609695, 0.792541, -0.00175093)
-bones/177/position = Vector3(-0.287593, 1.67811, 0.39916)
-bones/177/rotation = Quaternion(-0.0213525, 0.610438, 0.791728, -0.00880874)
+bones/139/rotation = Quaternion(0.240873, 0.500429, 0.0746434, 0.828239)
+bones/140/rotation = Quaternion(0.472159, -0.464537, 0.104463, 0.741861)
+bones/141/rotation = Quaternion(0.312897, -0.0754694, -0.0778769, 0.943576)
+bones/143/rotation = Quaternion(0.393353, 0.446855, 0.0386533, 0.802558)
+bones/144/rotation = Quaternion(0.45958, -0.464468, 0.0801615, 0.752748)
+bones/145/rotation = Quaternion(0.421622, -0.0889137, -0.0600592, 0.900401)
+bones/147/rotation = Quaternion(0.529742, 0.338143, -0.0469341, 0.776421)
+bones/148/rotation = Quaternion(0.439577, -0.535762, 0.0779249, 0.7167)
+bones/149/rotation = Quaternion(0.354813, -0.0922993, -0.0863438, 0.926355)
+bones/151/position = Vector3(-0.0134361, 2.13655, 0.282718)
+bones/151/rotation = Quaternion(-0.576217, 0.27048, 0.322995, 0.700349)
+bones/152/position = Vector3(-0.410086, 2.17092, -0.0373924)
+bones/152/rotation = Quaternion(0.127661, -0.148567, 0.934928, 0.295873)
+bones/152/scale = Vector3(1.01514, 0.970401, 1.01514)
+bones/153/rotation = Quaternion(-2.18441e-08, 0.0439436, -4.93199e-08, 0.999034)
+bones/154/rotation = Quaternion(0.397682, 0.0434092, -0.0188336, 0.916302)
+bones/154/scale = Vector3(1.0004, 0.97593, 1.02528)
+bones/155/rotation = Quaternion(1.03808e-08, -0.240493, 2.50351e-07, 0.970651)
+bones/156/rotation = Quaternion(0.232024, -0.239984, 0.167762, 0.927593)
+bones/156/scale = Vector3(0.986705, 1.01753, 0.996956)
+bones/157/rotation = Quaternion(0.174146, -0.547567, -0.136966, 0.806898)
+bones/158/rotation = Quaternion(0.426148, 0.343988, -0.0670521, 0.834011)
+bones/159/rotation = Quaternion(0.335797, 0.0444063, 0.0566844, 0.939178)
+bones/160/rotation = Quaternion(0.164172, 0.943046, 0.285639, -0.0460757)
+bones/161/rotation = Quaternion(0.486865, 0.338377, -0.223256, 0.773706)
+bones/162/rotation = Quaternion(0.171044, 0.0141859, 0.139636, 0.975215)
+bones/164/rotation = Quaternion(0.282545, -0.490665, -0.0759145, 0.820764)
+bones/165/rotation = Quaternion(0.446519, 0.461964, -0.109076, 0.758494)
+bones/166/rotation = Quaternion(0.23514, 0.0490423, 0.0529365, 0.969279)
+bones/168/rotation = Quaternion(0.416946, -0.437669, -0.0415838, 0.795533)
+bones/169/rotation = Quaternion(0.409618, 0.458397, -0.0787684, 0.784781)
+bones/170/rotation = Quaternion(0.328145, 0.0535704, 0.0318937, 0.942568)
+bones/172/rotation = Quaternion(0.537951, -0.331637, 0.0383281, 0.774052)
+bones/173/rotation = Quaternion(0.37, 0.531764, -0.0734693, 0.758241)
+bones/174/rotation = Quaternion(0.249303, 0.0538572, 0.0449234, 0.965883)
+bones/174/scale = Vector3(1, 0.999998, 1)
+bones/176/position = Vector3(0.341094, 1.80545, 0.415274)
+bones/176/rotation = Quaternion(-0.00328956, 0.619461, 0.784995, 0.00625214)
+bones/177/position = Vector3(-0.307638, 1.79405, 0.403421)
+bones/177/rotation = Quaternion(-0.0220676, 0.619554, 0.784597, -0.00856027)