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Everything posted by Rodney
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untilOn Saturdays from Noon to 1PM Central time I will be available on Google Hangout and attempt to answer/solve/demonstrate any A:M question you may have. 1PM-2PM Eastern time 12 Noon to 1PM Central time 11AM-12 Noon Mountain time 10AM-11AM Pacific time 5PM Saturday Greenwich Mean Time (while US is on Daylight Saving Time) You will need your Google account and a microphone. You don't need a camera, I don't have one either but we can show each other what we are doing with screen sharing. To access the Google Hangout, click on the link provided in the first post of the Live Answer Time session topic. You may need to load or enable a Google hangout plugin. It may work better for you in Chrome. Link to topic: If possible, please add an avatar image to your Google account so you may appear as something other than a generic icon. The sessions may be recorded for posterity.
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My guru status is diminishing.... Sorry I wasn't here for you kem but glad to see you got everything sorted. Good things we have lots of guru types hanging out around here. Not that it matters much for you now.. .but for others looking in....the number 1 reason most flocking fails is that the user forgets (or doesn't know) to turn particles on. I'll guess the number 2 reason is not understanding the process of setup such as how to drag/drop the model to create the flock. For older computers it can be useful to set the flocking setting 'Draw as Dots' to 'on' until absolutely needed. Nowadays with more RAM on the average computer that's less of a problem so 'Draw as Dots' can usually be left off..
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I received my award/certificate by the way for the previous contest but failed to mention it here. Thanks much Robert! Very impressive!. Folks should consider such a prize well worthy of submitting an entry in the current contest just for the opportunity to have one of these on their wall. And speaking of that... I need to get back to working on my entry!
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I think we need to know more about the specific setup/scene but... The two things that immediately come to mind is to set the initial movement from a top view where you can more easily see the angle of any objects or characters moving. The second would be for cases where paths might be used to achieve a higher degree of accuracy. For instance you could set up a set of splines... some parallel and others at the desired diagonal angle and then use those as paths for your objects/ characters to move on. (Remember, a path constraint can be applied to any spline... it doesn't have to be a path object created in the Chor)
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Don't forget that if you do get a few keys that explode out of a logical position during simulation you can just delete the offending control points and use the smoother result. Before editing the results of a simulation I do try to save the simulation first so that it can easily be returned to without simulating again. This is what I was referring to above regarding endlessly tweaking a setup and re simulating versus tweaking the results of that simulation. If for instance the waist is they only thing that isn't behaving correctly it might be worthwhile to grab those and animate them manually. This is doubly true for slight crawls and extraneous movement. Simply locate the frames where the animation looks good and then carefully remove the excess keyframes inbetween. Copy/pasting that first set of keys to a later location (and/or peaking them so they don't have a curving interpolation) will ensure things stay in place. With simulation every control point gets keyed in place on every frame. Where possible I try to pare that down to the absolute minimum number of frames necessary. In that way animating the shapes later via a few keys is trivial compared being nigh impossible with a key on every frame. The editing of simulated data can seem quite intimidating until we remember to save the simulated data first under a specific name. The we are free do delete whatever we want... and where we over do that editing return to the original data and try again.
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This is a little off topic but the thought is on my mind... One of the fun things about simulation in A:M that I don't see as often as I would think might be the case is how the simulation should generally be the initial step of a number of other steps in getting the ideal shot. For instance, after the simulation the mesh can be further altered or positioned... groups can be changed... decals can be applied. It seems that a tendency is to use the results of a similulation as is and if it's not right... readjust settings and try again.... constantly trying to get the shot 'in simulation'. This doesn't make a lot of sense to me especially where we might go through a set of simulated keys and extract the best ones...discarding those we don't want. In the attached I've just made a few tweaks to include making the patches nearest the pole 100% transparent.. then adjusting the top and bottom control points to make them look attached while the CPs inbetween appear to be farther away from the pole. I then pasted the last keyframe over the top of the first (to seat the position and allow for looping) and then deleted the keyframes where the flag was initially dropping into place due to simulation. Don't mind me though... I'm just enjoying playing with cloth again. Also: You mention simluating a skirt or dress and the ungrouped anchors of such would likely be the top one or two spline rings at the characters waist. The group below that would enclude everything else except that top ring. This is how I recall Nimmee Aimee's dress being set up in "Tin Woodsman of Oz". Flag001a Sim and extract.prj
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By 'direct method' I simply mean not using additional groups as they aren't required in many cases.. Instead, group all but a few control points and use those ungrouped control points as anchors for the group you apply the cloth material onto. The example of this relative to the flag exercise would be to leave the last spline closest the flag pole out of the group you intend to apply the cloth material to. Those uneffected control points then will keep the flag in place while the rest of it gets cloth simulated. Edit: I'm attaching an example project that contains the example of leaving some control points out of the cloth group. Note that in the project there are two groups; a cloth group and a pole group. The cloth... gets the cloth material applied to it The pole... gets the deflector material applied to it. The end of the flag that is inside the pole isn't assigned to either group. I do believe that Robert hit the nail on the head with regard to the use of the Attached Group option. Use that in a Choreography and it should work as expected. Flag001.prj
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There is a topic that walks through the 'Attached Group' process but I haven't used that enough to relate how that works or troubleshoot it. A quick search of topics didn't turn that up. For cloth simulation I tend to leave a set of splines/control points outside of the group that will have the cloth material assigned to it. This locks that mesh in at those points... cloth can't simulate on control points not in the group the cloth material is applied to. I've long thought I'd use the attached group option but have been satisfied enough with the direct method that I haven't delved deeper. I'm sure others that have will share their experience and point you in the right direction for that.
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If you just want the data used with the exercises in the manual the LittleData.zip file might suffice. The Data.zip file is about 158MB whereas the LIttleData.zip file is 7.5MB. Both zip files are located in the directory Robert linked above.
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Thank you David! I had forgotten that you included subtitle files with those. Very nice.
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We can export out our current shortcuts via A:M itself. (Then turn that html file into a PDF if desired) Tools > Customize > Keyboard > Export I was going to upload a PDF conversion of the html file but it needs a little reformatting... ideally to get everything onto one page. Attached is a no frills 6 page conversion of the generated html. Give that export a try and see how it works for you. KeyboardShortcuts.pdf
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Rather than Groups you may want to use Action Object to combine separate Models. That is done by drag/dropping models into an Action. You can start with an empty model to activate the Action itself and then drag/drop the models/rigs in that you need. As for Grouping itself... just select the Control Points and name the group in the Project Workspace listing. That allows different parts of a Model to be organized.
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It may only be available via wayback machine and perhaps the Extras DVD but when I think of A:M expressions I think of this tutorial: https://web.archive.org/web/20041204081340/http://users.hol.gr:80/~sogou/animaster/expressions.htm Page 171 of the Tech Ref has a little information on expressions as well. There have been a few functions added to expressions since those resources were written.
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Holy.... that *is* Myron! Great to see you here in the forum. (Pretty sure Robert supplied the answer to your question)
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An in app workaround: Create a single patch and apply the image to the patch as a Patch Image. Adjust transparency, rotation and other settings as necessary. What this has over standard rotoscopes is the advantage of being able to be rotated and placed anywhere in 3D space whereas a standard roto can only be placed in a strict location parallel to the camera plane. Once positioned then make the patch unpickable... by locking the CPs of the main patch... the settings can still be adjusted as necessary via PWS while unpickable. A similar approach can be used via decaling if additional fine tuning is required but I find using patch images to be adequate in most cases. Added: To add some 'features' to the patch image rotoscoping method extrude the patch outward once but delete the outside perimeter. This will leave 4 CPs by which to shape the single patch roto and distort the image without resorting to decaling a grid etc. I'd say the primary reason the rotoscope hasn't been enhanced with other capabilities is that for higher end use it's easy to build our own rotoscope setups. As such use of the rotoscope feature need be concerned with being misaligned out of cardinal views with strict orientation.
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Still having some issues here on the PC side although now of more serious type than not being able to decal. I'm not sure I'll need to issue a report as it should be obvious to anyone who attempts to install and run v19F1. I can confirm that v19e works well for me on Win10 and may serve others well in the interim until the issue is resolved. FTP link: ftp://ftp.hash.com/pub/updates/windows/old/ I don't know of any issues with this release on the Mac but here's the link to the older installers for that as well just in case problems are encountered: ftp://ftp.hash.com/pub/updates/osx/old/ PLEASE: If uninstalling A:M don't forget to copy the master.lic file so that it can easily be placed back into the new installation and your license/activation will continue without interruption.
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Nice! And I'm not just saying that because I like seeing my name. High quality stuff there Robert. Thanks for all you do for the A:M Community.
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There are only two places Library icons come from to my knowledge. The first is from inside the file itself. That icons is created by the user and stored at the end of the file in a data section. If A:M cannot find data at that location the second method takes over and A:M displays a default icon for that asset type. The fact that the bowling alley icon is appearing suggests to me that someone took the time to assign the icon to the project file and that image is embedded in the icon data section of the file. It is a bit odd that the bowling alley icon is present and I'm not sure why that is... there is a reason though! Projects are a little different in how icon/preview images can be assigned. If we select the Project container a the top of the PWS and then attempt to RIght click in a window and assign an image as an icon... it will likely apply that image to the model... choreography or other asset in the Project and not the Project itself. The primary way I know to assign a preview icon to a Project file is via the File Info properties of the file where the Preview image can be assigne by browsing to an image on the harddrive. The two ways I can think that might have led to the bowling alley image being assigned are via manual assignment and by starting a project that already had that specific preview image assigned. There may be other possibilities but that's what readily comes to mind.
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I didn't have any problem opening the file. Did you? Hint: The password is in plain sight. It took me a second to figure it out though.
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The next time you chat with him please let him know we are thinking of him, miss him and hope he has a speedy recovery.
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That's Orangutan. He's from the folks at Avalanche... he's a character from 'Tak and the Power of JuJu'. There are a few other animals from that as well on the Extras.
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Nice looking SSS. Not to run this off topic but... Speaking of Steve... how's he doing? I heard he was in pretty bad shape.
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There are quite a few Actions for this guy in there:
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Usually Actions are used with specific models but seeing where the Actions are can help in finding Models that are rigged and ready for animation. Here's all of the Action files that are saved externally from Projects: \ExtrasDVD\2018Search\kittyhawk\flatten fuselage.act \ExtrasDVD\2018Search\kittyhawk\kittyhawk.act \ExtrasDVD\ExtrasData\Models\Actors\Anime\Kimiko\Actions\Kimiko Walk.act \ExtrasDVD\ExtrasData\Models\Actors\Anime\Robot\AYAKAZE_.ACT \ExtrasDVD\ExtrasData\Models\Actors\Anime\Robot\ayakaze_jump.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\Clown\Actions\Laugh.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\Clown\Actions\Walk.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\MrDodo\Actions\Flying.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\MrDodo\Actions\Look Doll.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\MrDodo\Actions\not interested.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\MrDodo\Actions\walking.act \ExtrasDVD\ExtrasData\Models\Actors\Cartoon\TomTurtle\TurtleWalk.act \ExtrasDVD\ExtrasData\Models\Actors\Fantasy\Balrog\Walkcycle.act \ExtrasDVD\ExtrasData\Models\Actors\Fantasy\Gorilla\Actions\kfu.act \ExtrasDVD\ExtrasData\Models\Actors\Fantasy\Gorilla\Actions\run.act \ExtrasDVD\ExtrasData\Models\Actors\Fantasy\Gorilla\Actions\runfast.act \ExtrasDVD\ExtrasData\Models\Actors\Fantasy\Gorilla\Actions\walkA.act \ExtrasDVD\ExtrasData\Models\Actors\Heroes\Jane\Actions\Jane Walk.act \ExtrasDVD\ExtrasData\Models\Actors\Heroes\Shi\Actions\Her Walk.act \ExtrasDVD\ExtrasData\Models\Actors\Heroes\Tarzan\Actions\Tarzan Walk.act \ExtrasDVD\ExtrasData\Models\Actors\Heroes\Tarzan\Tarzan\Actions\Tarzan Walk.act \ExtrasDVD\ExtrasData\Models\Actors\Realistic\Female\femme kld maps\Flattened face.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\closedstraight.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\courseA.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\eyeshead.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\Flip.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\HeadKickA.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\kickB.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\LandingA.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\LandingB.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\marche.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\paf.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\pikpik.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\pikpiknopose.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\sautille.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\startvol.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\surprise.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\VolA.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\VolB.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\VolC.act \ExtrasDVD\ExtrasData\Models\Animals\Birds\Pigeons\action\VolD.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\chainlinks.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\collarlinks.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\Drunk.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\eat Ms Spain.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\run.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\Swinoleap.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Swineosaurus\Swinowalk.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\Breathe.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\CalfLmsl.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\CalfRmsl.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\Eyeblink.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\ThighLmsl.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\ThighRmsl.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\T-Rex\Actions\Trot.act \ExtrasDVD\ExtrasData\Models\Animals\Dinosaurs\Terrordactyl\Actions\soar.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckfreakjump.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckfreakrun.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckgroupidlelookdown.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckgroupidlelookleft.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckgroupidlelookright.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckidlepecka.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckidlepeckb.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckidlepeckc.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckidlescratch.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckjog.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckrun.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckshotjump.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckstance.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckstancesmall.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckwalk.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Chicken\Actions\Final\Ckwalkstop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\EmuAfeet.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emugroupidlelookbackright.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emugroupidlelookleft.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emugroupidlelookright.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuheaddown.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuheadidle.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuheadup.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuidleadjustfeet.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuidlecheckwatch.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuidlehonk.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuidlepickwing.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emujog.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuridergeton.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emurun.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emurunstop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emustance.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuwalk.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Emu\actions\Final\Emuwalkstop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\KittyTwo\Actions\kitty head act 1.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\KittyTwo\Actions\kitty march stop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\KittyTwo\Actions\kitty sitdown A.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\KittyTwo\Actions\march kittyA.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Monkey\Actions\Final\Mkstance.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orbuttscratch.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\OrHandsAndFeet.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orhitblockreaction.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Oridleheadscratch.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Oridlelookleft.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Oridlelookright.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Ormeatmelon.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\ORpulldown.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\ORpulldownNOTREE.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orreaction.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orrun.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orrunstop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orsitidlegroom.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orsitidlegroove.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orsitidlenoevil.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orsitidlepitscratch.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orsittostance.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orstance.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orstancetosit.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orturnleft.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orturnright.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Oruprightwalk.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orwalk.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Orangutan\actions\final\Orwalkstop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMcharge.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMcharge_followthru.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeatidlegraze.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeatidlepick.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeatidlepluck.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeatidlescratch.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeattostance.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeatwalk.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMeatwalkstop.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMhoofscrape.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMhoofscrapetocharge.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMidlebuttshake.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMidleeat.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMidleheadshake.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMidlelookleft.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMidlelookright.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMidlelookstraight.act \ExtrasDVD\ExtrasData\Models\Animals\Mammals\Ram\actions\RMrunstop.act 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