한손검 - 연속베기, 콤보공격 삭제, 회피 버그 수정 등
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|
||||
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
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|
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|
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
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|
||||
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|
||||
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|
||||
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|
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|
||||
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|
||||
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|
||||
parentName: Bip001 L Finger11
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|
||||
limit:
|
||||
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|
||||
max: {x: 0, y: 0, z: 0}
|
||||
value: {x: 0, y: 0, z: 0}
|
||||
length: 0
|
||||
modified: 0
|
||||
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|
||||
humanName: RightLowerLeg
|
||||
limit:
|
||||
min: {x: 0, y: 0, z: 0}
|
||||
max: {x: 0, y: 0, z: 0}
|
||||
value: {x: 0, y: 0, z: 0}
|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: LeftFoot
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: RightFoot
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: Spine
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Chest
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: Neck
|
||||
limit:
|
||||
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|
||||
max: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Head
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
modified: 0
|
||||
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|
||||
humanName: LeftShoulder
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightShoulder
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftUpperArm
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightUpperArm
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftLowerArm
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightLowerArm
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftHand
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightHand
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: LeftToes
|
||||
limit:
|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: RightToes
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: Left Thumb Proximal
|
||||
limit:
|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Thumb Distal
|
||||
limit:
|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Index Proximal
|
||||
limit:
|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Index Intermediate
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
modified: 0
|
||||
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|
||||
humanName: Left Middle Proximal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
length: 0
|
||||
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|
||||
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|
||||
humanName: Left Middle Intermediate
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Middle Distal
|
||||
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|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Ring Proximal
|
||||
limit:
|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Ring Distal
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Little Proximal
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Left Little Distal
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Right Thumb Proximal
|
||||
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|
||||
min: {x: 0, y: 0, z: 0}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Right Middle Distal
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: Right Ring Distal
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
humanName: UpperChest
|
||||
limit:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
skeleton:
|
||||
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|
||||
parentName:
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
parentName: 00_T-pose(Clone)
|
||||
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|
||||
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|
||||
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|
||||
- name: Bip001 Pelvis
|
||||
parentName: Bip001
|
||||
position: {x: -0, y: 0, z: 0}
|
||||
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|
||||
scale: {x: 1, y: 0.99999994, z: 0.99999994}
|
||||
- name: Bip001 L Thigh
|
||||
parentName: Bip001 Pelvis
|
||||
position: {x: 0.00000015258789, y: 0.0000001680851, z: 0.09026712}
|
||||
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|
||||
scale: {x: 1, y: 0.99999994, z: 0.99999994}
|
||||
- name: Bip001 L Calf
|
||||
parentName: Bip001 L Thigh
|
||||
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|
||||
rotation: {x: 6.8838706e-14, y: 2.1189115e-14, z: 0.099833444, w: 0.9950042}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Foot
|
||||
parentName: Bip001 L Calf
|
||||
position: {x: -0.45381477, y: 0.0000000035762786, z: 0}
|
||||
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|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 L Toe0
|
||||
parentName: Bip001 L Foot
|
||||
position: {x: -0.08706127, y: 0.12232018, z: 0}
|
||||
rotation: {x: -0.00000001545431, y: 0.00000001545431, z: -0.7071068, w: 0.7071068}
|
||||
scale: {x: 0.99999994, y: 1, z: 0.99999994}
|
||||
- name: Bip001 LCalfTwist
|
||||
parentName: Bip001 L Thigh
|
||||
position: {x: -0.43194297, y: -0.000000009536743, z: 0}
|
||||
rotation: {x: 6.8838706e-14, y: 2.1189115e-14, z: 0.099833444, w: 0.9950042}
|
||||
scale: {x: 1, y: 1, z: 1}
|
||||
- name: Bip001 R Thigh
|
||||
parentName: Bip001 Pelvis
|
||||
position: {x: -0.00000015258789, y: -0.00000008225441, z: -0.0902671}
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--- !u!1 &137828
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GameObject:
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m_ObjectHideFlags: 0
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|
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|
|
@ -75,7 +75,6 @@ public class Actor : MyCoroutine
|
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{
|
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return dic_ccAddRate.ContainsKey(cc) && dic_ccAddRate[cc].ContainsKey(actor) ? dic_ccAddRate[cc][actor] : 0;
|
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}
|
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protected int m_AttackIndex = 0, m_NextAttackIndex = 0;
|
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protected Action<bool> act_MoveEnd;
|
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protected List<ProjectileData> list_SkillData = new List<ProjectileData>();
|
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ProjectileData m_SkillData;
|
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|
|
@ -323,9 +322,9 @@ public class Actor : MyCoroutine
|
|||
{
|
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if (m_NavMeshAgent.enabled && m_NavMeshAgent.isOnNavMesh)
|
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{
|
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m_fAttackMoveTime = CurAnim != eAnim.Dodge ? 1f : 0f;
|
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m_fAttackMoveTime = 1f;
|
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#if UNITY_EDITOR
|
||||
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest")
|
||||
if (SceneManager.GetActiveScene().name == "StatTest")
|
||||
m_fAttackMoveTime = 0f;
|
||||
#endif
|
||||
m_NavMeshAgent.stoppingDistance = 0; // 툴에서 사용 용도
|
||||
|
|
@ -613,7 +612,7 @@ public class Actor : MyCoroutine
|
|||
protected virtual void After_Die()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (UnityEngine.SceneManagement.SceneManager.GetActiveScene().name == "StatTest")
|
||||
if (SceneManager.GetActiveScene().name == "StatTest")
|
||||
{
|
||||
On_Regen();
|
||||
transform.localPosition = Vector3.zero;
|
||||
|
|
@ -1576,7 +1575,6 @@ public class Actor : MyCoroutine
|
|||
CurAnim = eAnim.Run;
|
||||
m_animation.speed = 1f;
|
||||
AnimationPlay(MyValue.Get_AnimName(CurAnim));
|
||||
m_NextAttackIndex = m_AttackIndex;
|
||||
}
|
||||
if (CurAnim == eAnim.Run && !Get_AnimStatus(eAnim.Run))
|
||||
AnimationPlay(MyValue.Get_AnimName(CurAnim));
|
||||
|
|
@ -1604,7 +1602,6 @@ public class Actor : MyCoroutine
|
|||
{
|
||||
if (IsRole(eRole.Pet) && CurAnim == eAnim.Attack) return;
|
||||
|
||||
Set_RunSmoke(false);
|
||||
//if (IsDead() || CurAnim == eAnim.Attack + _attack || CurAnim >= eAnim.Skill1) return;
|
||||
if (IsDead() || CurAnim >= eAnim.Skill) return;
|
||||
|
||||
|
|
@ -1639,7 +1636,6 @@ public class Actor : MyCoroutine
|
|||
|
||||
if (m_NavMeshAgent.isOnNavMesh)
|
||||
m_NavMeshAgent.isStopped = true;
|
||||
Set_RunSmoke(false);
|
||||
|
||||
if (!DSUtil.CheckNull(m_Magic))
|
||||
{
|
||||
|
|
@ -1674,7 +1670,7 @@ public class Actor : MyCoroutine
|
|||
Set_AutoBraking(false);
|
||||
act_MoveEnd = Set_AutoBraking;
|
||||
CurAnim = eAnim.Dodge;
|
||||
m_animation.speed = 2f;
|
||||
m_animation.speed = 1f;
|
||||
m_NavMeshAgent.speed = 6f;
|
||||
m_NavMeshAgent.isStopped = false;
|
||||
Del_Magic();
|
||||
|
|
@ -1740,7 +1736,6 @@ public class Actor : MyCoroutine
|
|||
protected virtual void Set_AvoidCoolTime() { }
|
||||
public virtual void On_Is10_4() { }
|
||||
public virtual void Check_10_4() { }
|
||||
public virtual void Set_RunSmoke(bool _active) { }
|
||||
public virtual MonsterAppearData Get_MonsterStatTableData() { return null; }
|
||||
public virtual void On_Regen()
|
||||
{
|
||||
|
|
@ -1751,6 +1746,7 @@ public class Actor : MyCoroutine
|
|||
m_Stat.Set_Stat(eStat.HP, 0);
|
||||
Heal(1f, false);
|
||||
Init_CC();
|
||||
m_animation.speed = 1f;
|
||||
}
|
||||
public virtual void Set_AutoBraking(bool _active) { }
|
||||
public void Set_Auto()
|
||||
|
|
|
|||
|
|
@ -46,7 +46,6 @@ public class MobActor : Actor
|
|||
#if UNITY_EDITOR
|
||||
if (SceneManager.GetActiveScene().name == "StatTest") return;
|
||||
#endif
|
||||
Set_RunSmoke(false);
|
||||
Set_Warp(Get_position());
|
||||
InGameInfo.Ins.Show_Effect("Effect_MonsterSpawn", Get_position());
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,7 +13,6 @@ public class MyActor : Actor
|
|||
if (IsRole(eRole.PC)) m_Target.Set_Outline(false);
|
||||
}
|
||||
|
||||
m_AttackIndex = m_NextAttackIndex = 0;
|
||||
m_Target = ActorInfo.Ins.Get_Nearest_EnemyActor_orNull(IsEnemy(), Get_position(), forcefind ? float.MaxValue : f_FindEnemyRange);
|
||||
|
||||
if (!DSUtil.CheckNull(m_Target))
|
||||
|
|
@ -77,23 +76,7 @@ public class MyActor : Actor
|
|||
else if (CurAnim != eAnim.Attack && m_attackCoolTime > 0f)
|
||||
Play_Idle();
|
||||
else
|
||||
{
|
||||
if (IsNotPC())
|
||||
{
|
||||
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
|
||||
}
|
||||
else
|
||||
{
|
||||
ComboAttack();
|
||||
}
|
||||
//if (attackindex == -1 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack"))
|
||||
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
|
||||
//else if (attackindex == 0 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack2"))
|
||||
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
|
||||
//else if (attackindex == 1 && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack2") && !m_animation.GetCurrentAnimatorStateInfo(0).IsName("attack3"))
|
||||
// Play_Attack(++attackindex, (float)m_Stat.Get_Stat(eStat.AttackSpeed));
|
||||
//if (attackindex > 1) attackindex = -1;
|
||||
}
|
||||
Play_Attack(0, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -140,16 +123,10 @@ public class MyActor : Actor
|
|||
}
|
||||
}
|
||||
|
||||
public override void Play_Idle()
|
||||
{
|
||||
base.Play_Idle();
|
||||
Set_RunSmoke(false);
|
||||
}
|
||||
public override void Play_Run()
|
||||
{
|
||||
base.Play_Run();
|
||||
Set_RunSmoke(true);
|
||||
if (m_Target != null)
|
||||
if (!DSUtil.CheckNull(m_Target))
|
||||
{
|
||||
if (!Set_Path(m_Target.Get_position()))
|
||||
{ // 적이 내비메시 위에 없다고 판단됨
|
||||
|
|
@ -181,17 +158,6 @@ public class MyActor : Actor
|
|||
}
|
||||
}
|
||||
}
|
||||
void ComboAttack()
|
||||
{
|
||||
if (CurAnim != eAnim.Skill)
|
||||
{
|
||||
if (m_AttackIndex == m_NextAttackIndex)
|
||||
{
|
||||
Play_Attack(m_AttackIndex++, (float)m_Stat.Get_Stat(eStat.FinalAttackSpeed));
|
||||
if (m_AttackIndex > 2) m_AttackIndex = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void On_Regen()
|
||||
{
|
||||
|
|
@ -257,9 +223,4 @@ public class MyActor : Actor
|
|||
ProjectileInfo.Ins.Shoot_Projectile(s, this, m_Target, 1f, startpos, lifeTime);
|
||||
}
|
||||
}
|
||||
public override void Event_Idle(int a)
|
||||
{
|
||||
base.Event_Idle(a);
|
||||
m_NextAttackIndex = m_AttackIndex;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,4 +1,3 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
|
@ -6,7 +5,6 @@ public class WitchEnemyActor : MobActor
|
|||
{
|
||||
public List<int> list_MagicID = new List<int>();
|
||||
public int MagicLv = 10;
|
||||
public GameObject go_RunSmoke;
|
||||
List<SkillListTableData> list_Magic = new List<SkillListTableData>();
|
||||
|
||||
List<float> list_cooltime = new List<float>();
|
||||
|
|
@ -57,12 +55,6 @@ public class WitchEnemyActor : MobActor
|
|||
ProjectileInfo.Ins.Shoot_Projectile("MagicMissile", this, m_Target, 1f, centerpos, 10f);
|
||||
}
|
||||
|
||||
public override void Set_RunSmoke(bool _active)
|
||||
{
|
||||
if (go_RunSmoke.activeSelf != _active)
|
||||
go_RunSmoke.SetActive(_active);
|
||||
}
|
||||
|
||||
protected override void Set_Die()
|
||||
{
|
||||
base.Set_Die();
|
||||
|
|
|
|||
|
|
@ -175,7 +175,6 @@ public class PCActor : MyActor
|
|||
Del_Magic();
|
||||
Play_Idle();
|
||||
ActorInfo.Ins.All_Stop(false);
|
||||
m_AttackIndex = m_NextAttackIndex = 0; // 사망 후 공격 인덱스 초기화
|
||||
}
|
||||
|
||||
protected override bool IsAvoidCoolTime() { return m_AvoidCoolTime > 0f; }
|
||||
|
|
@ -212,9 +211,6 @@ public class PCActor : MyActor
|
|||
isSurviveTime = false;
|
||||
}
|
||||
|
||||
public override void Set_RunSmoke(bool _active)
|
||||
{
|
||||
}
|
||||
public override void Set_MagicCoolTime(float _time, int _index)
|
||||
{
|
||||
arr_magicCoolTime[_index] = _time;
|
||||
|
|
@ -378,7 +374,6 @@ public class PCActor : MyActor
|
|||
IsStop = false;
|
||||
Play_Idle();
|
||||
m_NavMeshAgent.stoppingDistance = m_NavStopDistance;
|
||||
m_AttackIndex = m_NextAttackIndex = 0;
|
||||
m_NavMeshAgent.angularSpeed = 300f;
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -1,4 +1,3 @@
|
|||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
public class Projectile_Stop : ProjectileBase
|
||||
|
|
|
|||
|
|
@ -1,7 +1,29 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Skill_OneHandCombo1 : ProjectileBase
|
||||
{
|
||||
public List<float> list_ShowEffectTime = new List<float>();
|
||||
|
||||
public override void Set(ProjectileData _data)
|
||||
{
|
||||
base.Set(_data);
|
||||
StartCoroutine(Co_Update());
|
||||
}
|
||||
|
||||
IEnumerator Co_Update()
|
||||
{
|
||||
for (int i = 0; i < list_ShowEffectTime.Count; i++)
|
||||
{
|
||||
yield return new WaitForSeconds(list_ShowEffectTime[i]);
|
||||
m_ProjectTileData.eStartPos = eProjectileStartPos.Custom;
|
||||
m_ProjectTileData.v3_StartPos = m_ProjectTileData.shooter.Get_CenterPositionFoward();
|
||||
m_ProjectTileData.LifeTime = Time.deltaTime;
|
||||
ProjectileInfo.Ins.Shoot_Projectile("Projectile_OneHandCombo1", m_ProjectTileData);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
Off(true);
|
||||
}
|
||||
}
|
||||
Loading…
Reference in New Issue