$modelname "bludgeon.mdl"
$cd ".\"
$cdtexture ".\"
$cliptotextures

$scale 1.0

$body "studio" "ref_upper"
$body "studio" "ref_lower"
$body "studio" "ref_arms"
$body "studio" "ref_armour"


$bodygroup weapon
{
studio "ref_axe"
studio "ref_hammer"
}

$texturegroup skins {
{"" "blud01.bmp" "blud02.bmp"}
{"" "blud_demon01.bmp" "blud_demon02.bmp"}
}


$texrendermode "blud01.bmp" "masked" 
$texrendermode "blud02.bmp" "masked" 
$texrendermode "blud_demon01.bmp" "masked"
$texrendermode "blud_demon02.bmp" "masked"


// 1 sequences
//
// For LX anims, export the anims, bring back to max, and delete any stationary bones, generally found at 0,0,0
//
$sequence idle "anim_idle" loop fps 30 ACT_IDLE 99
$sequence idle2 "anim_idle2" loop fps 30 ACT_IDLE 1
$sequence walk "anim_walk" loop fps 30 LX ACT_WALK 1 { event 500 0 "walk_step" } { event 500 20 "walk_step" } 
$sequence run "anim_run" loop fps 35 LX ACT_RUN 1 { event 500 9 "run_step" } { event 500 29 "run_step" } 
$sequence jump "anim_jump" fps 30 ACT_HOP 1
$sequence longjump "anim_longjump" fps 30 LX ACT_HOP 1 { event 600 40 "leap_land" } 
$sequence m_attack1 "anim_m_attack1" loop fps 30 ACT_MELEE_ATTACK1 1 { event 600 15 "attack1" } 
$sequence m_attack2 "anim_m_attack2" loop fps 25 ACT_MELEE_ATTACK1 1 { event 600 10 "attack2" }
$sequence flinch1 "anim_flinch" fps 30 ACT_FLINCH_STOMACH 1 
$sequence flinch2 "anim_bigflinch" fps 10 ACT_BIG_FLINCH 1 
$sequence stomp "anim_stomp" fps 30
//Stomp hits at frame 13
$sequence warcry "anim_warcry" fps 30
$sequence charge_start "anim_charge_start" fps 20
$sequence charge "anim_charge" fps 40 loop LX { event 500 9 "run_step" } { event 500 29 "run_step" } 
$sequence death "anim_death01" fps 15 ACT_DIESIMPLE 1 

/*
idle*
walk*
run*
attack (swing axe)**

jump*
long_jump*

charge_start (lower head, stomp feeet)*
charge (lower head, double LX run)*
stomp (raise and drop one foot, for oversized variants)*

warcry (raise arms, look up, rawr - see orc)

spell_projectile (raise arms, throw arms foward)
spell_summon (raise arms, wave)
(TBH, I'd probably just use warcry for summon)

kneel (maybe for NPC interactions with chief)
kneel_idle 
*/