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

<animfile>
	<definebone>Bip01_AttachLt</definebone>
	<definebone>Bip01_AttachRt</definebone>
	<definebone>Bip01 Head</definebone>
	<definebone>Bip01 Prop1</definebone>
	<definebone>Bip01 Prop2</definebone>
	<definebone>bone_backpack</definebone>
	<definebone>bone_fur</definebone>
	<definebone>bone_gun</definebone>
	<definebone>bone_hat</definebone>
	<definebone>bone_sword</definebone>
	<submodel>
		Male
		<attachment>
			hats
			<include>War of the Triple Alliance\Units\Explorer\explorer_hats.xml</include>
		</attachment>
		<attachment>
			torch
			<include>effects\projectiles\torch.xml</include>
		</attachment>
		<attachment>
			muskets
			<include>War of the Triple Alliance\Units\Explorer\explorer_muskets.xml</include>
		</attachment>
		<attachment>
			chilean_backpack
			<component>
				chilean_backpack
				<assetreference type="GrannyModel">
					<file>3d_models\German\dolman</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>chilean_backpack</component>
			</anim>
		</attachment>
		<attachment>
			flag
			<component>
				flag
				<assetreference type="GrannyModel">
					<file>units\explorers\explorer_flag</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>flag</component>
			</anim>
		</attachment>
		<attachment>
			french_backpack
			<component>
				french_backpack
				<assetreference type="GrannyModel">
					<file>units\explorers\f_explorer_backpack</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>french_backpack</component>
			</anim>
		</attachment>
		<attachment>
			hammer
			<component>
				hammer
				<assetreference type="GrannyModel">
					<file>units\attachments\hammer_villager</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>hammer</component>
			</anim>
		</attachment>
		<attachment>
			HealRays
			<component>
				HealFXEmitter
				<assetreference type="ParticleSystem">
					<file>units\explorers\heal_rays.particle</file>
				</assetreference>
			</component>
			<anim>
				None
				<component>HealFXEmitter</component>
			</anim>
		</attachment>
		<attachment>
			measure tape
			<component>
				measure tape
				<assetreference type="GrannyModel">
					<file>units\attachments\measuring_tape</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>measure tape</component>
			</anim>
		</attachment>
		<attachment>
			saw
			<component>
				saw_villager
				<assetreference type="GrannyModel">
					<file>units\attachments\saw_villager</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>saw_villager</component>
			</anim>
		</attachment>
		<attachment>
			sword
			<component>
				sword
				<assetreference type="GrannyModel">
					<file>3d_models\German\saber</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>sword</component>
			</anim>
		</attachment>
		<attachment>
			tnt
			<component>
				tnt
				<assetreference type="GrannyModel">
					<file>buildings\props_colony\tnt_barrel</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>tnt</component>
			</anim>
		</attachment>
		<component>
			ModelComp
			<logic type="Civ">
				<british>
					<assetreference type="GrannyModel">
						<file>units\asians\spc\nanib\nanib_lp_0</file>
							<replacetexture>
								<from>units\asians\spc\nanib\nahib_LP_color</from>
								<to>War of the Triple Alliance\Units\Explorer\british</to>
							</replacetexture>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</british>
				<french>
					<logic type="LowPoly">
						<normal>
							<assetreference type="GrannyModel">
								<file>units\explorers\f_explorer</file>
							</assetreference>
							<attach a="french_backpack" frombone="bone_backpack" tobone="SPINE1" syncanims="0"/>
						</normal>
						<lowpoly>
							<assetreference type="GrannyModel">
								<file>units\explorers\lp_f_explorer</file>
							</assetreference>
						</lowpoly>
					</logic>
				</french>
				<dutch>
					<logic type="LowPoly">
						<normal>
							<assetreference type="GrannyModel">
								<file>units\explorers\d_explorer</file>
							</assetreference>
							<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
						</normal>
						<lowpoly>
							<assetreference type="GrannyModel">
								<file>units\explorers\lp_d_explorer</file>
							</assetreference>
						</lowpoly>
					</logic>
				</dutch>
				<portuguese>
					<logic type="LowPoly">
						<normal>
							<assetreference type="GrannyModel">
								<file>units\explorers\p_explorer</file>
							</assetreference>
							<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
						</normal>
						<lowpoly>
							<assetreference type="GrannyModel">
								<file>units\explorers\lp_p_explorer</file>
							</assetreference>
						</lowpoly>
					</logic>
				</portuguese>
				<germans>
					<logic type="LowPoly">
						<normal>
							<assetreference type="GrannyModel">
								<file>units\spc\major_cooper\spc_major_cooper</file>
							</assetreference>
							<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
						</normal>
					</logic>
				</germans>
				<spanish>
					<logic type="LowPoly">
						<normal>
							<assetreference type="GrannyModel">
								<file>units\explorers\s_explorer</file>
							</assetreference>
							<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
						</normal>
						<lowpoly>
							<assetreference type="GrannyModel">
								<file>units\explorers\lp_s_explorer</file>
							</assetreference>
						</lowpoly>
					</logic>
				</spanish>
				<russians>
					<logic type="LowPoly">
						<normal>
							<assetreference type="GrannyModel">
								<file>units\explorers\r_explorer</file>
							</assetreference>
							<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
						</normal>
						<lowpoly>
							<assetreference type="GrannyModel">
								<file>units\explorers\lp_r_explorer</file>
							</assetreference>
						</lowpoly>
					</logic>
				</russians>
				<ottomans>
					<assetreference type="GrannyModel">
						<file>units\explorers\o_explorer</file>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</ottomans>
				<greeks>
					<assetreference type="GrannyModel">
						<file>units\explorers\o_explorer</file>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</greeks>
				<mamelukes>
					<assetreference type="GrannyModel">
						<file>units\asians\spc\nanib\nanib_lp_0</file>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</mamelukes>
				<italians>
					<assetreference type="GrannyModel">
						<file>units\explorers\i_explorer</file>
					</assetreference>
				</italians>
				<belgians>
					<assetreference type="GrannyModel">
						<file>units\spc\major_cooper\spc_major_cooper</file>
							<replacetexture>
								<from>units\spc\major_cooper\spc_major_cooper</from>
								<to>War of the Triple Alliance\Units\Delta\Belgians\Explorer\explorer</to>
							</replacetexture>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</belgians>
				<habsburgs>
					<assetreference type="GrannyModel">
						<file>units\explorers\p_explorer</file>
							<replacetexture>
								<from>units\explorers\p_explorer</from>
								<to>War of the Triple Alliance\Units\Explorer\explorer</to>
							</replacetexture>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</habsburgs>
				<danish>
					<assetreference type="GrannyModel">
						<file>units\SPC\sven\spc_sven</file>
							<replacetexture>
								<from>units\SPC\sven\spc_sven</from>
								<to>War of the Triple Alliance\Units\Delta\Danish\Explorer\explorer</to>
							</replacetexture>
					</assetreference>
				</danish>
				<chileans>
					<assetreference type="GrannyModel">
						<file>units\villagers\we_villager_male</file>
							<replacetexture>
								<from>units\villagers\we_villager_male</from>
								<to>War of the Triple Alliance\Units\Explorer\cexplorer</to>
							</replacetexture>
					</assetreference>
					<attach a="chilean_backpack" frombone="bone_backpack" tobone="SPINE1" syncanims="0"/>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</chileans>
				<mexicans>
					<assetreference type="GrannyModel">
						<file>units\spc\outlaws\outlaw_shotgun</file>
							<replacetexture>
								<from>units\spc\outlaws\outlaw_shotgun</from>
								<to>War of the Triple Alliance\Units\Explorer\mexican</to>
							</replacetexture>
							<replacetexture>
								<from>units\spc\outlaws\outlaw_shotgun_b</from>
								<to>War of the Triple Alliance\Units\Explorer\mexican_b</to>
							</replacetexture>
					</assetreference>
					<attach a="hats" frombone="bone_hat" tobone="Bip01 Head" syncanims="0"/>
				</mexicans>
				<spcact1>
					<assetreference type="GrannyModel">
						<file>units\spc\morgan_black\morgan_black_low</file>
					</assetreference>
				</spcact1>
			</logic>
			<decal>
				<effecttype>default</effecttype>
				<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
				<selectedtexture>shadows_selections\selection_hero_64x64</selectedtexture>
				<noncinematictexture>shadows_selections\shadow_hero_64x64</noncinematictexture>
				<width>1.50</width>
				<height>1.50</height>
			</decal>
		</component>
		<component>
			f_explorer_heal
			<logic type="Civ">
				<french>
					<logic type="LowPoly">
							<normal>
								<assetreference type="GrannyModel">
									<file>units\explorers\f_explorer_heal_model</file>
								</assetreference>
								<attach a="french_backpack" frombone="bone_backpack" tobone="SPINE1" syncanims="0"/>
							</normal>
							<lowpoly>
								<assetreference type="GrannyModel">
									<file>units\explorers\f_explorer_heal_model</file>
								</assetreference>
							</lowpoly>
					</logic>
				</french>
			</logic>
			<decal>
				<effecttype>default</effecttype>
				<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
				<selectedtexture>shadows_selections\selection_hero_64x64</selectedtexture>
				<noncinematictexture>shadows_selections\shadow_hero_64x64</noncinematictexture>
				<width>1.50</width>
				<height>1.50</height>
			</decal>
		</component>
		<anim>
			Walk
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\walk_generic_lower</file>
				<file>animation_library\explorer\walk_explorer_upper</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Jog
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\jog_generic</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.60</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.10</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Run
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\run_generic</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.08</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.60</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Idle
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\idle_explorer_A</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Raze_idle
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\torch_throw_idle</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
		</anim>
		<anim>
			Raze_attack
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\torch_throwA</file>
				<tag type="Attack">0.61</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.47</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\torch_throwB</file>
				<tag type="Attack">0.56</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.42</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
		</anim>
		<anim>
			Bored
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\bored_explorer_A</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			HandAttack
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\melee_attack</file>
				<tag type="Attack">0.29</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.23</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.57</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="sword" frombone="ROOT" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			RangedAttack
			<assetreference type="GrannyAnim">
				<file>animation_library\range\volley\volley_standing_fire</file>
				<tag type="Attack">0.39</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="RifleShot">0.38</tag>
				<tag type="Particles" particlename="musketshot">0.39</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			CombatIdle
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\combat_idle</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="sword" frombone="ROOT" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			Reload
			<assetreference type="GrannyAnim">
				<file>animation_library\range\volley\volley_standing_reload</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			RangedAttackSharpshoot
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\sharpshooter_fire</file>
				<tag type="Attack">0.41</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="RifleShot">0.41</tag>
				<tag type="Particles" particlename="musketshot">0.41</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>animation_library\range\death_standing_rifleman_A</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\range\death_standing_rifleman_B</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\range\death_standing_rifleman_C</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.72</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Pickup
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\pickup_explorer_A</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.33</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Heal
			<assetreference type="GrannyAnim">
				<file>units\explorers\f_explorer_heal_anim</file>
			</assetreference>
			<component>f_explorer_heal</component>
			<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
		<anim>
			Heal2
			<assetreference type="GrannyAnim">
				<file>animation_library\natives\priest\heal2</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
		<anim>
			Knockout
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\Knockout</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.31</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Recover
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\knockout_recover</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			KnockoutIdle
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\knockout_idle</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Physician
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\physician</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Swashbuckler
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\swashbuckler</file>
				<tag type="Attack">0.70</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.53</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="muskets" frombone="Bip01_AttachRt" tobone="Bip01 Prop1" syncanims="1"/>
			<attach a="sword" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Field_promotion
			<assetreference type="GrannyAnim">
				<file>animation_library\range\salute_rifleman_A</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Wildfire_idle
			<assetreference type="GrannyAnim">
				<file>animation_library\range\volley\volley_standing_idle</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Wildfire_walk_left
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\wildfire_firewalk_left</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Wildfire_walk_right
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\wildfire_firewalk_right</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Petard_idle
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_idleA</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_bored
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_boredA</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_set
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_set</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_walk
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_walk</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_jog
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_jog</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			BuildLifting
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\BuildLifting</file>
				<weight>90</weight>
				<tag type="Attack">0.66</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_build_standing_idlea</file>
				<weight>10</weight>
				<tag type="Attack">0.66</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			BuildSaw
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_standing</file>
				<weight>90</weight>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_standing_idlea</file>
				<weight>10</weight>
			</assetreference>
			<component>ModelComp</component>
			<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			BuildStaking
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_a</file>
				<weight>90</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_idlea</file>
				<weight>10</weight>
			</assetreference>
			<component>ModelComp</component>
			<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			Build
			<assetreference type="GrannyAnim">
				<file>animation_library\villager\villager_male_build1</file>
				<weight>90</weight>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_b</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_c</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_d</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_e</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_f</file>
				<weight>10</weight>
			</assetreference>
			<component>ModelComp</component>
			<attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
			<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
	</submodel>
	<submodel>
		Female
		<attachment>
			torch
			<include>effects\projectiles\torch.xml</include>
		</attachment>
		<attachment>
			sword
			<include>units\mercenaries\fusilier\fusilier_sword.xml</include>
		</attachment>
		<attachment>
			hammer
			<component>
				hammer
				<assetreference type="GrannyModel">
					<file>units\attachments\hammer_villager</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>hammer</component>
			</anim>
		</attachment>
		<attachment>
			measure tape
			<component>
				measure tape
				<assetreference type="GrannyModel">
					<file>units\attachments\measuring_tape</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>measure tape</component>
			</anim>
		</attachment>
		<attachment>
			saw
			<component>
				saw_villager
				<assetreference type="GrannyModel">
					<file>units\attachments\saw_villager</file>
				</assetreference>
			</component>
			<anim>
				Idle
				<component>saw_villager</component>
			</anim>
		</attachment>
		<component>
			ModelComp
			<assetreference type="GrannyModel">
				<file>units\spc\elizabeth_ramsey\spc_elizabeth_ramsey</file>
					<replacetexture>
						<from>units\spc\elizabeth_ramsey\spc_elizabeth</from>
						<to>War of the Triple Alliance\Units\Explorer\exploradora</to>
					</replacetexture>
					<replacetexture>
						<from>units\spc\elizabeth_ramsey\spc_elizabeth_b</from>
						<to>War of the Triple Alliance\Units\Explorer\exploradora_b</to>
					</replacetexture>
			</assetreference>
			<decal>
				<effecttype>default</effecttype>
				<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
				<selectedtexture>shadows_selections\selection_hero_64x64</selectedtexture>
				<noncinematictexture>shadows_selections\shadow_hero_64x64</noncinematictexture>
				<width>1.50</width>
				<height>1.50</height>
			</decal>
		</component>
		<anim>
			Walk
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\walk</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.70</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.20</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Jog
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\jog</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.73</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.19</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Run
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\run</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.73</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.19</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Idle
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\idle</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Raze_idle
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\torch_throw_idle</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
		</anim>
		<anim>
			Raze_attack
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\torch_throwA</file>
				<tag type="Attack">0.61</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.47</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\torch_throwB</file>
				<tag type="Attack">0.56</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="TorchSwing">0.42</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="torch" frombone="ATTACHPOINT" tobone="L HAND" syncanims="0"/>
		</anim>
		<anim>
			Bored
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\bored</file>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\bored2</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			HandAttack
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\hand_attackA</file>
				<tag type="Attack">0.29</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.26</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\hand_attackB</file>
				<tag type="Attack">0.29</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\hand_attackC</file>
				<tag type="Attack">0.29</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.40</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="sword" frombone="bone_sword" tobone="R HAND" syncanims="1"/>
		</anim>
		<anim>
			RangedAttack
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\volley_fireLeft</file>
				<weight>50</weight>
				<tag type="Attack">0.39</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.40</tag>
				<tag type="Particles" particlename="pistolshot_left">0.40</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\volley_fireRight</file>
				<weight>50</weight>
				<tag type="Attack">0.39</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.40</tag>
				<tag type="Particles" particlename="pistolshot_right">0.40</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			CombatIdle
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\combat_idle</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="sword" frombone="bone_sword" tobone="R HAND" syncanims="1"/>
		</anim>
		<anim>
			Reload
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\reload</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			RangedAttackSharpshoot
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\volley_fireLeft</file>
				<weight>50</weight>
				<tag type="Attack">0.41</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.40</tag>
				<tag type="Particles" particlename="pistolshot_left">0.40</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\SPC\lizzie\volley_fireRight</file>
				<weight>50</weight>
				<tag type="Attack">0.41</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="PistolShot">0.40</tag>
				<tag type="Particles" particlename="pistolshot_right">0.40</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Death
			<assetreference type="GrannyAnim">
				<file>animation_library\range\death_standing_rifleman_A</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.51</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\range\death_standing_rifleman_B</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.18</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\range\death_standing_rifleman_C</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.72</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Pickup
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\pickup_explorer_A</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.33</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Heal
			<assetreference type="GrannyAnim">
				<file>units\explorers\f_explorer_heal_anim</file>
			</assetreference>
			<component>f_explorer_heal</component>
			<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
		<anim>
			Heal2
			<assetreference type="GrannyAnim">
				<file>animation_library\natives\priest\heal2</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="HealRays" frombone="ATTACHPOINT" tobone="ATTACHPOINT" syncanims="0"/>
		</anim>
		<anim>
			Knockout
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\Knockout</file>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.62</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.31</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Recover
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\knockout_recover</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			KnockoutIdle
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\knockout_idle</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Physician
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\physician</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Swashbuckler
			<assetreference type="GrannyAnim">
				<file>animation_library\explorer\swashbuckler</file>
				<tag type="Attack">0.70</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Swoosh">0.53</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="sword" frombone="bone_sword" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Field_promotion
			<assetreference type="GrannyAnim">
				<file>animation_library\range\salute_rifleman_A</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Wildfire_idle
			<assetreference type="GrannyAnim">
				<file>animation_library\range\volley\volley_standing_idle</file>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Wildfire_walk_left
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\wildfire_firewalk_left</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Wildfire_walk_right
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\wildfire_firewalk_right</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
		</anim>
		<anim>
			Petard_idle
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_idleA</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_bored
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_boredA</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_set
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_set</file>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_walk
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_walk</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			Petard_jog
			<assetreference type="GrannyAnim">
				<file>animation_library\shared\human_petard_jog</file>
				<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
				<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="tnt" frombone="MASTER" tobone="Bip01 Prop1" syncanims="1"/>
		</anim>
		<anim>
			BuildLifting
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\BuildLifting</file>
				<weight>90</weight>
				<tag type="Attack">0.66</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.38</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.67</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_build_standing_idlea</file>
				<weight>10</weight>
				<tag type="Attack">0.66</tag>
			</assetreference>
			<component>ModelComp</component>
			<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			BuildSaw
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_standing</file>
				<weight>90</weight>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.09</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.70</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_standing_idlea</file>
				<weight>10</weight>
			</assetreference>
			<component>ModelComp</component>
			<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			BuildStaking
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_a</file>
				<weight>90</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\human_saw_idlea</file>
				<weight>10</weight>
			</assetreference>
			<component>ModelComp</component>
			<attach a="saw" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
		<anim>
			Build
			<assetreference type="GrannyAnim">
				<file>animation_library\villager\villager_male_build1</file>
				<weight>90</weight>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.36</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">0.66</tag>
				<tag type="SpecificSoundSet" checkvisible="1" set="Build">1.00</tag>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_b</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_c</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_d</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_e</file>
				<weight>10</weight>
			</assetreference>
			<assetreference type="GrannyAnim">
				<file>animation_library\2_leg_task\Build_f</file>
				<weight>10</weight>
			</assetreference>
			<component>ModelComp</component>
			<attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
			<attach a="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		</anim>
	</submodel>
	<component>
		Explorer
		<logic type="Culture">
			<none>
				<logic type="Variation">
					<data>
						<submodelref ref="male"/>
					</data>
				</logic>
			</none>
			<brazilian>
				<logic type="Variation">
					<data>
						<submodelref ref="female"/>
					</data>
				</logic>
			</brazilian>
		</logic>
		<watersplash>
			<texture>effects\projectiles\cannonball_splash</texture>
			<width>1.5</width>
			<height>1.5</height>
		</watersplash>
	</component>
</animfile>