<?xml version="1.0" encoding="utf-8"?>

<animfile>
	<definebone>HS Bone Hoof Frnt Lt</definebone>
	<definebone>HS Bone Hoof Frnt Rt</definebone>
	<definebone>HS Bone Hoof Back Lt</definebone>
	<definebone>HS Bone Hoof Back Rt</definebone>
	<attachment>
		Rider
		<include>War of the Triple Alliance\Units\Delta\modernization\akinci\akinci.xml</include>
	</attachment>
	<component>
		ModelComp
		<logic type="LowPoly">
			<normal>
				<assetreference type="GrannyModel">
					<file>units\asians\chinese\meteor_hammer\Meteor_Hammer_Horse_03</file>
					<replacetexture>
						<from>units\asians\chinese\meteor_hammer\meteor_horse_rank03 diffuse</from>
						<to>War of the Triple Alliance\Units\Delta\modernization\akinci\akincihorse3</to>
					</replacetexture>
					<replacetexture>
						<from>units\asians\chinese\meteor_hammer\meteor_horse_rank03 bump</from>
						<to>War of the Triple Alliance\Units\Delta\modernization\akinci\akincihorse3_b</to>
					</replacetexture>
				</assetreference>
			</normal>
		</logic>
		<decal>
			<effecttype>default</effecttype>
			<texture isfakeshadow="1">shadows_selections\shadow_circle_128x128</texture>
			<selectedtexture>shadows_selections\selection_oval_32x64</selectedtexture>
			<width>1.50</width>
			<height>3.00</height>
		</decal>
		<attach a="Rider" frombone="hotspot" tobone="Attachpoint" syncanims="1"/>
	</component>
	<anim>
		Walk
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_canter</file>
			<tag type="FootstepLeft" footprinttype="Horse" footprintbone="HS BONE HOOF FRNT LT">1.00</tag>
			<tag type="FootstepLeft" footprinttype="Horse" footprintbone="HS BONE HOOF BACK LT">0.83</tag>
			<tag type="FootstepRight" footprinttype="Horse" footprintbone="HS BONE HOOF FRNT RT">0.70</tag>
			<tag type="FootstepRight" footprinttype="Horse" footprintbone="HS BONE HOOF BACK RT">0.50</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Jog
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_jog</file>
			<tag type="FootstepLeft" footprinttype="Horse" footprintbone="HS BONE HOOF FRNT LT">0.80</tag>
			<tag type="FootstepLeft" footprinttype="Horse" footprintbone="HS BONE HOOF BACK LT">0.50</tag>
			<tag type="FootstepRight" footprinttype="Horse" footprintbone="HS BONE HOOF FRNT RT">0.95</tag>
			<tag type="FootstepRight" footprinttype="Horse" footprintbone="HS BONE HOOF BACK RT">0.75</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Run
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_gallop</file>
			<tag type="FootstepLeft" footprinttype="Horse" footprintbone="HS BONE HOOF FRNT LT">0.73</tag>
			<tag type="FootstepLeft" footprinttype="Horse" footprintbone="HS BONE HOOF BACK LT">0.50</tag>
			<tag type="FootstepRight" footprinttype="Horse" footprintbone="HS BONE HOOF FRNT RT">1.00</tag>
			<tag type="FootstepRight" footprinttype="Horse" footprintbone="HS BONE HOOF BACK RT">0.70</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_A</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_B</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_C</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_D</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_F</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_G</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_H</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_I</file>
			<weight>40</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bored
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_bored_A</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_E</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_A</file>
			<weight>50</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_I</file>
			<weight>50</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Attack_ranged
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_A</file>
			<weight>40</weight>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.42</tag>
			<tag type="Particles" particlename="pistolshot_right">0.42</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_B</file>
			<weight>10</weight>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.43</tag>
			<tag type="Particles" particlename="pistolshot_right">0.43</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_C</file>
			<weight>10</weight>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.43</tag>
			<tag type="Particles" particlename="pistolshot_right">0.43</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_D</file>
			<weight>10</weight>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.43</tag>
			<tag type="Particles" particlename="pistolshot_right">0.43</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Attack_ranged_reload
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_reload</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Attack_melee
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1-5_attack_A</file>
			<weight>40</weight>
			<tag type="Attack">0.57</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1-5_attack_B</file>
			<weight>10</weight>
			<tag type="Attack">0.57</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1-5_attack_C</file>
			<weight>10</weight>
			<tag type="Attack">0.61</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1-5_attack_D</file>
			<weight>10</weight>
			<tag type="Attack">0.56</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Attack_trample
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_trample_A</file>
			<weight>40</weight>
			<tag type="Attack">0.53</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_trample_B</file>
			<weight>40</weight>
			<tag type="Attack">0.63</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_melee
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_deathA</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.64</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_deathB</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.48</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.78</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_deathC</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.53</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_range
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_deathA</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.63</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_deathB</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.49</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.79</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_deathC</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.53</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Death_by_havoc
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_death_front</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_death_behind</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_death_left</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_death_right</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_death_run</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Cheer
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_F</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_H</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_bored_A</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_E</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Raze_idle
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_A</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_B</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_C</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_D</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_F</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_G</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_H</file>
			<weight>10</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_idle_I</file>
			<weight>40</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Raze_attack
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_A</file>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.32</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_B</file>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.33</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_C</file>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.32</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\cavalry\horse_1_attack_D</file>
			<tag type="Attack">0.43</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.33</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
</animfile>