giants-godot/effects/anim_fx_bow_charging.tres

81 lines
2.5 KiB
Plaintext

[gd_resource type="Animation" format=2]
[resource]
resource_name = "bow_charging"
length = 2.0
loop = true
tracks/0/type = "transform"
tracks/0/path = NodePath("MeshInstance")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = PoolRealArray( )
tracks/1/type = "bezier"
tracks/1/path = NodePath("MeshInstance:rotation_degrees:x")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/enabled = false
tracks/1/keys = {
"points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 180, -0.25, 0, 0.25, 0, 360, -0.25, 0, 0.25, 0 ),
"times": PoolRealArray( 0, 1, 2 )
}
tracks/2/type = "bezier"
tracks/2/path = NodePath("MeshInstance:rotation_degrees:y")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/enabled = false
tracks/2/keys = {
"points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 180, -0.25, 0, 0.25, 0, 360, -0.25, 0, 0.25, 0 ),
"times": PoolRealArray( 0, 1, 2 )
}
tracks/3/type = "bezier"
tracks/3/path = NodePath("MeshInstance:rotation_degrees:z")
tracks/3/interp = 1
tracks/3/loop_wrap = true
tracks/3/imported = false
tracks/3/enabled = false
tracks/3/keys = {
"points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0 ),
"times": PoolRealArray( 0, 1, 2 )
}
tracks/4/type = "transform"
tracks/4/path = NodePath("MeshInstance2")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/keys = PoolRealArray( )
tracks/5/type = "bezier"
tracks/5/path = NodePath("MeshInstance2:rotation_degrees:x")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/keys = {
"points": PoolRealArray( 0, -0.25, 0, 1, 181.396, 180, -0.99, -177.763, 1, 178.067, 360, -1, -178.604, 0.43, 65.2514 ),
"times": PoolRealArray( 0, 1, 2 )
}
tracks/6/type = "bezier"
tracks/6/path = NodePath("MeshInstance2:rotation_degrees:y")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/keys = {
"points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0 ),
"times": PoolRealArray( 0, 1, 2 )
}
tracks/7/type = "bezier"
tracks/7/path = NodePath("MeshInstance2:rotation_degrees:z")
tracks/7/interp = 1
tracks/7/loop_wrap = true
tracks/7/imported = false
tracks/7/enabled = true
tracks/7/keys = {
"points": PoolRealArray( 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0 ),
"times": PoolRealArray( 0, 1, 2 )
}