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

<animfile>
	<definebone>Bip01 Prop1</definebone>
	<definebone>Bip01 Prop2</definebone>
	<definebone>Bone01</definebone>
	<definebone>bone_bow</definebone>
	<attachment>
		torch
		<include>effects\projectiles\torch.xml</include>
	</attachment>
	<attachment>
		arrow_attachment
		<anim>
			Idle
			<component/>
		</anim>
		<include>units\attachments\arrow.xml</include>
	</attachment>
	<attachment>
		axe
		<component>
			axe
			<assetreference type="GrannyModel">
				<file>units\attachments\axe_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>axe</component>
		</anim>
	</attachment>
	<attachment>
		bow
		<component>
			bow
			<assetreference type="GrannyModel">
				<file>units\natives\attachment_sharktooth_bow</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>bow</component>
		</anim>
	</attachment>
	<attachment>
		bowl
		<component>
			bowl
			<assetreference type="GrannyModel">
				<file>units\attachments\bowl_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>bowl</component>
		</anim>
	</attachment>
	<attachment>
		bucket
		<component>
			bucket
			<assetreference type="GrannyModel">
				<file>units\attachments\bucket_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>bucket</component>
		</anim>
	</attachment>
	<attachment>
		bucketWater
		<component>
			waterFX
			<assetreference type="ParticleSystem">
				<file>effects\water_effects\bucket_water.particle</file>
			</assetreference>
		</component>
		<anim>
			None
			<component>waterFX</component>
		</anim>
	</attachment>
	<attachment>
		drum
		<component>
			drum
			<assetreference type="GrannyModel">
				<file>units\attachments\native_drum</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>drum</component>
		</anim>
	</attachment>
	<attachment>
		drum_stick
		<component>
			drum_stick
			<assetreference type="GrannyModel">
				<file>units\attachments\native_drumstick</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>drum_stick</component>
		</anim>
	</attachment>
	<attachment>
		ear
		<component>
			ear
			<assetreference type="GrannyModel">
				<file>War of the Triple Alliance\units\tupi\stuff\earz</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>ear</component>
		</anim>
	</attachment>
	<attachment>
		fishing_net
		<component>
			fishing_net
			<assetreference type="GrannyModel">
				<file>units\attachments\fishing_net</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<assetreference type="GrannyAnim">
				<file>units\attachments\fishing_net_fishingboat</file>
			</assetreference>
			<component>fishing_net</component>
		</anim>
	</attachment>
	<attachment>
		flaming_arrow
		<component>
			emitter
			<assetreference type="ParticleSystem">
				<file>effects\fire\arrowFire_Longbow.particle</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>emitter</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>
		hat
		<component>
			hat
			<assetreference type="GrannyModel">
				<file>War of the Triple Alliance\units\tupi\stuff\bowl</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hat</component>
		</anim>
	</attachment>
	<attachment>
		hoe
		<component>
			hoe
			<assetreference type="GrannyModel">
				<file>units\attachments\hoe_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>hoe</component>
		</anim>
	</attachment>
	<attachment>
		knife
		<component>
			knife
			<assetreference type="GrannyModel">
				<file>units\attachments\knife_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>knife</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>
		nose
		<component>
			nose
			<assetreference type="GrannyModel">
				<file>War of the Triple Alliance\units\tupi\stuff\nose</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>nose</component>
		</anim>
	</attachment>
	<attachment>
		pickaxe
		<component>
			pickaxe
			<assetreference type="GrannyModel">
				<file>units\attachments\pickaxe_villager</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>pickaxe</component>
		</anim>
	</attachment>
	<attachment>
		rattle
		<component>
			rattle
			<assetreference type="GrannyModel">
				<file>units\attachments\native_rattle</file>
			</assetreference>
		</component>
		<anim>
			Idle
			<component>rattle</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>War of the Triple Alliance\DLC\Zupay\Units\Hunter\hunter</file>
		</assetreference>
		<decal>
			<effecttype>default</effecttype>
			<texture isfakeshadow="1">shadows_selections\shadow_circle_32x32</texture>
			<selectedtexture>shadows_selections\selection_circle_32x32</selectedtexture>
			<width>1.0</width>
			<height>1.0</height>
		</decal>
		<watersplash>
			<texture>effects\projectiles\cannonball_splash</texture>
			<width>1.5</width>
			<height>1.5</height>
		</watersplash>
		<attach a="ear" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
		<attach a="hat" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
		<attach a="nose" frombone="bone_hat" tobone="HEAD" syncanims="0"/>
	</component>
	<anim>
		Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\longbow_volley_standing_idle</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Bored
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\longbow_volley_standing_boredA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\longbow_volley_standing_boredB</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Walk
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\walk_generic</file>
			<tag type="FootstepLeft" footprinttype="HumanLeft">0.14</tag>
			<tag type="FootstepRight" footprinttype="HumanRight">0.61</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Raze_Idle
		<assetreference type="GrannyAnim">
			<file>animation_library\natives\arrow_knight\volley_idle</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="arrow_attachment" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Raze_Attack
		<assetreference type="GrannyAnim">
			<file>animation_library\natives\arrow_knight\volley_fire</file>
			<tag type="Attack">0.98</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Arrows">0.98</tag>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\natives\arrow_knight\volley_fire2</file>
			<tag type="Attack">0.98</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Arrows">0.98</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="arrow_attachment" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="flaming_arrow" frombone="Bone01" tobone="R HAND" syncanims="0"/>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Build
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_build</file>
			<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>
		<component>ModelComp</component>
		<attach a="hammer" 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">0.65</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="hammer" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
		<attach a="measure tape" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
	</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">0.37</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">0.05</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.32</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="BuildSaw">0.77</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>
		GatherChop
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\choptree_side</file>
			<tag type="Attack">0.60</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherWood">0.60</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="axe" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherMine
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_mine</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherCoin">0.90</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="pickaxe" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherFarm
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_harvest</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.33</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFarm">0.81</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="hoe" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherHunt
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_gatherhunt</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherMeat">0.49</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="knife" frombone="MASTER" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		HandAttack
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\generic_handattack</file>
			<tag type="Attack">0.58</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		RangedAttack
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\longbow_volley_standing_fire</file>
			<tag type="Attack">0.98</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="Arrows">0.98</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="arrow_attachment" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Reload
		<assetreference type="GrannyAnim">
			<file>animation_library\range\volley\longbow_volley_standing_reload</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Aim
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_rangedattack_aim</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Death
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\generic_death</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="RagdollImpact">0.89</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Death_by_havoc
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_death</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathB</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathC</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathD</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Death_havoc_flail
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_flail</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Death_havoc_spin
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_spin</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherFruit
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_gathefruit</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.53</tag>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.23</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bowl" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
	</anim>
	<anim>
		GatherCrate
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_gathercrate</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="GatherFruit">0.53</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Extinguish_Fire
		<assetreference type="GrannyAnim">
			<file>animation_library\IGC\villager\IGC_villager_extinguish_fire</file>
			<tag type="Attack">0.45</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bucket" frombone="MASTER" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="bucketWater" frombone="MASTER" tobone="R HAND" syncanims="0"/>
	</anim>
	<anim>
		OpenDoor
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\doorOpen</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		CloseDoor
		<assetreference type="GrannyAnim">
			<file>animation_library\shared\doorClose</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Havoc_death
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_death</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathB</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathC</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_deathD</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		Havoc_flail
		<assetreference type="GrannyAnim">
			<file>animation_library\range\havoc_flail</file>
		</assetreference>
		<component>ModelComp</component>
		<attach a="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</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="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</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="bow" frombone="bone_bow" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		DanceIdle
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_male_idle</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		DanceActive
		<assetreference type="GrannyAnim">
			<file>animation_library\natives\dance\generic_dance1</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="FirepitDance">0.02</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="drum" frombone="bone_drum" tobone="Bip01 Prop2" syncanims="0"/>
		<attach a="drum_stick" frombone="bone_drumstick" tobone="Bip01 Prop1" syncanims="0"/>
	</anim>
	<anim>
		GatherFish
		<assetreference type="GrannyAnim">
			<file>animation_library\villager\villager_harvest</file>
			<tag type="SpecificSoundSet" checkvisible="1" set="SplashSmall">0.74</tag>
		</assetreference>
		<component>ModelComp</component>
		<attach a="fishing_net" frombone="" tobone="" syncanims="0"/>
	</anim>
	<anim>
		kidnap_hostageA_idle
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleD</file>
			<weight>40</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleB</file>
			<weight>20</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleC</file>
			<weight>20</weight>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_idleA</file>
			<weight>20</weight>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		kidnap_hostageA_exit
		<assetreference type="GrannyAnim">
			<file>nuggets\outlaw_kidnap\kidnap_hostageA_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Nugget_rock_idle
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_idleA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_boredA</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_boredB</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Nugget_rock_exit
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_rock\rock_captive_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Wolf_Treebent_Captive_Idle
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_idle1</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_idle2</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_idle3</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Wolf_Treebent_Captive_Exit
		<assetreference type="GrannyAnim">
			<file>nuggets\wolf_treebent\wolf_treebent_captive_exit</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bear_Tree_Captive_Idle
		<assetreference type="GrannyAnim">
			<file>nuggets\bear_tree\bear_tree_captive_idle1</file>
		</assetreference>
		<assetreference type="GrannyAnim">
			<file>nuggets\bear_tree\bear_tree_captive_idle2</file>
		</assetreference>
		<component>ModelComp</component>
	</anim>
	<anim>
		Bear_Tree_Captive_Exit
		<assetreference type="GrannyAnim">
			<file>nuggets\bear_tree\bear_tree_captive_exit</file>
		</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">0.35</tag>
		</assetreference>
		<component>ModelComp</component>
	</anim>
</animfile>