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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Updated Examples.
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@ -405,6 +405,7 @@ MonoBehaviour:
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shootAnimationName: shoot
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shootAnimationName: shoot
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idleTurnAnimationName: idle-turn
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idleTurnAnimationName: idle-turn
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runToIdleAnimationName: run-to-idle
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runToIdleAnimationName: run-to-idle
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runWalkDuration: 1.5
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--- !u!1 &926099111
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--- !u!1 &926099111
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -55,6 +55,8 @@ namespace Spine.Unity.Examples {
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[SpineAnimation]
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[SpineAnimation]
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public string runToIdleAnimationName;
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public string runToIdleAnimationName;
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public float runWalkDuration = 1.5f;
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#endregion
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#endregion
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SkeletonAnimation skeletonAnimation;
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SkeletonAnimation skeletonAnimation;
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@ -81,10 +83,10 @@ namespace Spine.Unity.Examples {
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// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
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// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
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spineAnimationState.SetAnimation(0, walkAnimationName, true);
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spineAnimationState.SetAnimation(0, walkAnimationName, true);
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(runWalkDuration);
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spineAnimationState.SetAnimation(0, runAnimationName, true);
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spineAnimationState.SetAnimation(0, runAnimationName, true);
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yield return new WaitForSeconds(1.5f);
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yield return new WaitForSeconds(runWalkDuration);
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// AddAnimation queues up an animation to play after the previous one ends.
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// AddAnimation queues up an animation to play after the previous one ends.
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spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
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spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
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@ -87,7 +87,7 @@ namespace Spine.Unity.Examples {
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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// STEP 1.1 Find the original attachment.
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// STEP 1.1 Find the original attachment.
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// Step 1.2 Get a clone of the original attachment.
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// Step 1.2 Get a clone of the original attachment.
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// Step 1.3 Apply the Sprite image to it.
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// Step 1.3 Apply the Sprite image to the clone.
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Let's do this for the visor.
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// Let's do this for the visor.
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@ -27,7 +27,7 @@ MonoBehaviour:
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- walk
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- walk
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duration:
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duration:
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- 0
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- 0
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- 0.05
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- 0.1
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- 0.3
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- 0.3
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- 0.3
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- 0.3
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defaultMix: 0.1
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defaultMix: 0.1
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@ -0,0 +1,195 @@
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spineboy-unity.png
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size: 2048,512
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format: RGBA8888
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filter: Linear,Linear
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repeat: none
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eye_indifferent
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rotate: false
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xy: 652, 113
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size: 93, 89
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orig: 93, 89
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offset: 0, 0
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index: -1
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eye_surprised
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rotate: false
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xy: 747, 118
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size: 93, 89
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orig: 93, 89
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offset: 0, 0
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index: -1
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front_bracer
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rotate: true
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xy: 919, 276
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size: 58, 80
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orig: 58, 80
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offset: 0, 0
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index: -1
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front_fist_closed
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rotate: false
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xy: 1762, 420
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size: 75, 82
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orig: 75, 82
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offset: 0, 0
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index: -1
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front_fist_open
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rotate: true
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xy: 1673, 416
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size: 86, 87
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orig: 86, 87
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offset: 0, 0
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index: -1
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front_foot
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rotate: false
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xy: 1324, 433
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size: 126, 69
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orig: 126, 69
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offset: 0, 0
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index: -1
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front_foot_bend1
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rotate: false
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xy: 184, 30
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size: 128, 70
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orig: 128, 70
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offset: 0, 0
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index: -1
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front_foot_bend2
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rotate: false
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xy: 1214, 409
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size: 108, 93
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orig: 108, 93
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offset: 0, 0
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index: -1
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front_shin
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rotate: true
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xy: 466, 120
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size: 82, 184
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orig: 82, 184
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offset: 0, 0
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index: -1
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front_thigh
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rotate: true
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xy: 739, 209
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size: 48, 112
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orig: 48, 112
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offset: 0, 0
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index: -1
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front_upper_arm
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rotate: true
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xy: 1214, 268
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size: 54, 97
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orig: 54, 97
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offset: 0, 0
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index: -1
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goggles
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rotate: false
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xy: 739, 336
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size: 261, 166
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orig: 261, 166
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offset: 0, 0
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index: -1
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gun
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rotate: false
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xy: 1002, 299
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size: 210, 203
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orig: 210, 203
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offset: 0, 0
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index: -1
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head
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rotate: false
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xy: 466, 204
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size: 271, 298
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orig: 271, 298
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offset: 0, 0
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index: -1
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mouth_grind
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rotate: false
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xy: 1839, 443
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size: 93, 59
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orig: 93, 59
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offset: 0, 0
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index: -1
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mouth_oooo
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rotate: false
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xy: 1934, 443
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size: 93, 59
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orig: 93, 59
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offset: 0, 0
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index: -1
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mouth_smile
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rotate: false
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xy: 1324, 372
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size: 93, 59
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orig: 93, 59
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offset: 0, 0
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index: -1
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muzzle
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rotate: false
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xy: 2, 102
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size: 462, 400
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orig: 462, 400
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offset: 0, 0
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index: -1
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neck
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rotate: false
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xy: 853, 216
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size: 36, 41
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orig: 36, 41
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offset: 0, 0
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index: -1
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rear_bracer
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rotate: true
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xy: 1313, 265
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size: 56, 72
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orig: 56, 72
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offset: 0, 0
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index: -1
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rear_foot
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rotate: false
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xy: 1452, 442
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size: 113, 60
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orig: 113, 60
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offset: 0, 0
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index: -1
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rear_foot_bend1
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rotate: false
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xy: 314, 34
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size: 117, 66
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orig: 117, 66
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offset: 0, 0
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index: -1
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rear_foot_bend2
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rotate: false
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xy: 1214, 324
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size: 103, 83
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orig: 103, 83
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offset: 0, 0
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index: -1
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rear_shin
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rotate: true
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xy: 739, 259
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size: 75, 178
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orig: 75, 178
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offset: 0, 0
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index: -1
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rear_thigh
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rotate: true
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xy: 1567, 437
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size: 65, 104
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orig: 65, 104
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offset: 0, 0
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index: -1
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rear_upper_arm
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rotate: true
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xy: 1319, 323
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size: 47, 87
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orig: 47, 87
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offset: 0, 0
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index: -1
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torso
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rotate: true
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xy: 2, 2
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size: 98, 180
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orig: 98, 180
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offset: 0, 0
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index: -1
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@ -0,0 +1,8 @@
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