polygon headfront { vertices: 3 1.5 0 0 1.5 1 0 -1.5 1 3 -1.5 0 normal: solve } polygon headback { vertices: 0 -1.5 1 0 1.5 1 -1 1.5 0 -1 -1.5 0 normal: solve } polygon headleft { vertices: 3 1.5 0 -1 1.5 0 0 1.5 1 normal: 0 1 0 } polygon headright { vertices: 3 -1.5 0 0 -1.5 1 -1 -1.5 0 normal: 0 -1 0 } bodypart head { polygons: headfront headback headleft headright } polygon jawfront { vertices: 3 -1.5 -0.5 2.5 -1.5 -1 2.5 1.5 -1 3 1.5 -0.5 normal: solve } polygon jawback { vertices: 2.5 -1.5 -1 -1 -1.5 0 -1 1.5 0 2.5 1.5 -1 normal: solve } polygon jawleft { vertices: 3 1.5 -0.5 2.5 1.5 -1 -1 1.5 0 normal: 0 1 0 } polygon jawright { vertices: 3 -1.5 -0.5 -1 -1.5 0 2.5 -1.5 -1 normal: 0 -1 0 } bodypart jaw { polygons: jawfront jawback jawleft jawright } polygon toplegbottom { vertices: -0.5 -0.5 0 -0.5 0.5 0 0.5 0.5 0 0.5 -0.5 0 normal: 0 0 -1 } polygon toplegtop { vertices: 0.5 0.5 4 -0.5 0.5 4 -0.5 -0.5 4 0.5 -0.5 4 normal: 0 0 1 } polygon toplegleft { vertices: 0.5 0.5 0 -0.5 0.5 0 -0.5 0.5 4 0.5 0.5 4 normal: 0 1 0 } polygon toplegright { vertices: 0.5 -0.5 0 0.5 -0.5 4 -0.5 -0.5 4 -0.5 -0.5 0 normal: 0 -1 0 } polygon toplegfront { vertices: 0.5 0.5 0 0.5 0.5 4 0.5 -0.5 4 0.5 -0.5 0 normal: 1 0 0 } polygon toplegback { vertices: -0.5 0.5 0 -0.5 -0.5 0 -0.5 -0.5 4 -0.5 0.5 4 normal: -1 0 0 } bodypart topleg { polygons: toplegtop toplegbottom toplegleft toplegright toplegfront toplegback } polygon midlegbottom { vertices: -0.4 -0.4 0 -0.4 0.4 0 0.4 0.4 0 0.4 -0.4 0 normal: 0 0 -1 } polygon midlegtop { vertices: 0.4 0.4 4 -0.4 0.4 4 -0.4 -0.4 4 0.4 -0.4 4 normal: 0 0 1 } polygon midlegleft { vertices: 0.4 0.4 0 -0.4 0.4 0 -0.4 0.4 4 0.4 0.4 4 normal: 0 1 0 } polygon midlegright { vertices: 0.4 -0.4 0 0.4 -0.4 4 -0.4 -0.4 4 -0.4 -0.4 0 normal: 0 -1 0 } polygon midlegfront { vertices: 0.4 0.4 0 0.4 0.4 4 0.4 -0.4 4 0.4 -0.4 0 normal: 1 0 0 } polygon midlegback { vertices: -0.4 0.4 0 -0.4 -0.4 0 -0.4 -0.4 4 -0.4 0.4 4 normal: -1 0 0 } bodypart midleg { polygons: midlegtop midlegbottom midlegleft midlegright midlegfront midlegback } polygon footfront { vertices: 0 -0.5 0.5 4.5 -0.5 0 4.5 0.5 0 0 0.5 0.5 normal: solve } polygon footback { vertices: 0 -0.5 0.5 0 -0.5 0 0 0.5 0 0 0.5 0.5 normal: -1 0 0 } polygon footleft { vertices: 0 0.5 0.5 4.5 0.5 0 0 0.5 0 normal: 0 1 0 } polygon footright { vertices: 0 -0.5 0.5 0 -0.5 0 4.5 -0.5 0 normal: 0 -1 0 } bodypart foot { polygons: footfront footback footleft footright } polygon rectangle { vertices: 0 1 0 0 1 1 0 -1 1 0 -1 0 normal: 1 0 0 } bodypart radar { polygons: rectangle } polygon triangle { vertices: 1 0 0 0 1 0 0 -1 0 normal: 0 0 1 } bodypart arrow { polygons: triangle } /* Note: 1. In this file 'head' will be the origin of the monster 2. 'Rxyz: a b c' is the same as Rx(a*Pi)*Ry(b*Pi)*Rz(c*Pi) 3. 'bounce' and 'cycle' must always appear last on the animation line 4. This is a comment paragraph, be sure to follow this style of commenting 5. Escape characters are not supported ! 6. If animation transformation type is 'rotate', then 'start x' 'stop y' specify the range [x*Pi, y*Pi]. */ model monster { origin: head Color: 1.5 0.2 0.2 connect: radar 0 head 0 Rxyz: 0.0 0.0 0.0 Dxyz: 0.0 0.0 1.5 Color: 2.0 0.5 2.0 connect: arrow 0 head 0 Rxyz: 0.0 0.1 0.0 Dxyz: 0.0 0.0 1.0 Color: 3.0 1.5 0.0 connect: jaw 0 head 0 Rxyz: 0.0 0.0 0.0 Dxyz: 0.0 0.0 0.0 Color: 0.0 0.5 2.0 connect: topleg 0 head 0 Rxyz: 0.0 -0.05 0.0 Dxyz: 1.0 2.0 -0.5 Color: 0.0 1.5 0.0 connect: topleg 1 head 0 Rxyz: 0.0 -0.05 0.0 Dxyz: 1.0 -2.0 -0.5 Color: 0.0 1.5 0.0 connect: midleg 0 topleg 0 Rxyz: 0.0 1.1 0.0 Dxyz: -1.5 0.0 4.0 Color: 0.5 0.5 0.5 connect: midleg 1 topleg 1 Rxyz: 0.0 1.1 0.0 Dxyz: -1.5 0.0 4.0 Color: 0.5 0.5 0.5 connect: foot 0 midleg 0 Rxyz: 1.0 0.0 1.02 Dxyz: 0.5 0.0 5.0 Color: 1.5 1.5 0.0 connect: foot 1 midleg 1 Rxyz: 1.0 0.0 0.98 Dxyz: 0.5 0.0 5.0 Color: 1.5 1.5 0.0 animate: jaw 0 rotate axis y steps 16 start 0.0 stop -0.05 bounce animate: radar 0 rotate axis z steps 32 start 0.0 stop 2.0 cycle animate: arrow 0 translate axis x steps 32 start 0.0 stop 2.2 cycle animate: topleg 0 rotate axis y steps 16 start 0.0 stop -0.3 bounce animate: midleg 0 rotate axis y steps 16 start 0.0 stop 0.6 bounce animate: topleg 1 rotate axis y steps 16 start -0.3 stop 0.0 bounce animate: midleg 1 rotate axis y steps 16 start 0.6 stop 0.0 bounce animate: foot 0 rotate axis y steps 16 start 0.0 stop -0.1 bounce animate: foot 1 rotate axis y steps 16 start -0.1 stop 0.0 bounce }