class CfgSkeletons
{
	class ManSkeleton
	{
		isDiscrete = 0;
		skeletonInherit = "";
		skeletonBones[] =
		{
			"Pelvis","",
			"Spine","Pelvis",
			"Spine1","Spine",
			"Spine2","Spine1",
			"Spine3","Spine2",
			"SLOT_BackWpnL","Spine3",
			"SLOT_BackWpnR","Spine3",
			"SLOT_BackPack","Spine2",
			"SLOT_ButtPack","Spine1",
			"SLOT_PatrolWpn","Spine1",
			"camera","Pelvis",
			"weapon","Spine1",
			"launcher","Spine1",
			//Head skeleton in hierarchy
			"Neck","Spine3",
					"Neck1","Neck",
						"Head","Neck1",
							"HeadCutScene","Head",
							"Jaw","Head",
							"Chin","Head",
							"Jaw_RF","Head",
							"Jaw_RM","Head",
							"Jaw_RS","Head",
							"Jaw_LF","Head",
							"Jaw_LM","Head",
							"Jaw_LS","Head",
							"Ear_R","Head",
							"Ear_L","Head",
							"Lip_LC","Head",
							"Lip_LwLB","Head",
							"Lip_LwLF","Head",
							"Lip_LwM","Head",
							"Lip_LwRF","Head",
							"Lip_LwRB","Head",
							"Lip_RC","Head",
							"Lip_UpRB","Head",
							"Lip_UpRF","Head",
							"Lip_UpM","Head",
							"Lip_UpLF","Head",
							"Lip_UpLB","Head",
							"Nose_Tip","Head",
							"Nose_R","Head",
							"Nose_L","Head",
			      				"Zig_LT","Head",
						      	"Zig_LM","Head",
						      	"Zig_LB","Head",
						      	"Zig_RT","Head",
						      	"Zig_RM","Head",
						      	"Zig_RB","Head",
						      	"Cheek_R","Head",
						      	"Cheek_L","Head",
			      				"Eyebrow_LB","Head",
			      				"Eyebrow_LM","Head",
			      				"Eyebrow_LF","Head",
			      				"Corr","Head",
			      				"Eyebrow_RF","Head",
			      				"Eyebrow_RM","Head",
			      				"Eyebrow_RB","Head",
			      				"Eye_UpR","Head",
			      				"Eye_LwR","Head",
			      				"Eye_UpL","Head",
			      				"Eye_LwL","Head",
			      				"Cheek_RF","Head",
			      				"Cheek_RM","Head",
			      				"Cheek_RB","Head",
			      				"Cheek_LF","Head",
			      				"Cheek_LM","Head",
			      				"Cheek_LB","Head",
			      				"Forehead_L","Head",
			      				"Forehead_M","Head",
			      				"Forehead_R","Head",
			      				"L_Eye","Head",
			      				"R_Eye","Head",
			      				"l_pupila","Head",
							"r_pupila","Head",
			      				"Neck_T","Head",
			      				"Neck_B","Head",
			      				"Neck_R","Head",
			      				"Neck_L","Head",
			      				"Tongue_B","Head",
			      				"Tongue_M","Head",
			      				"Tongue_F","Head",
		//Left upper side
			"LeftShoulder","Spine3",
			"LeftArm","LeftShoulder",
			"LeftArmRoll","LeftArm",
			"LeftForeArm","LeftArmRoll",
			"LeftForeArmRoll","LeftForeArm",
			"LeftHand","LeftForeArmRoll",
			"LeftHandRing","LeftHand",
			"LeftHandRing1","LeftHandRing",
			"LeftHandRing2","LeftHandRing1",
			"LeftHandRing3","LeftHandRing2",
			"LeftHandPinky1","LeftHandRing",
			"LeftHandPinky2","LeftHandPinky1",
			"LeftHandPinky3","LeftHandPinky2",
			"LeftHandMiddle1","LeftHand",
			"LeftHandMiddle2","LeftHandMiddle1",
			"LeftHandMiddle3","LeftHandMiddle2",
			"LeftHandIndex1","LeftHand",
			"LeftHandIndex2","LeftHandIndex1",
			"LeftHandIndex3","LeftHandIndex2",
			"LeftHandThumb1","LeftHand",
			"LeftHandThumb2","LeftHandThumb1",
			"LeftHandThumb3","LeftHandThumb2",
		//Right upper side
			"RightShoulder","Spine3",
			"RightArm","RightShoulder",
			"RightArmRoll","RightArm",
			"RightForeArm","RightArmRoll",
			"RightForeArmRoll","RightForeArm",
			"RightHand","RightForeArmRoll",
			"RightHandRing","RightHand",
			"RightHandRing1","RightHandRing",
			"RightHandRing2","RightHandRing1",
			"RightHandRing3","RightHandRing2",
			"RightHandPinky1","RightHandRing",
			"RightHandPinky2","RightHandPinky1",
			"RightHandPinky3","RightHandPinky2",
			"RightHandMiddle1","RightHand",
			"RightHandMiddle2","RightHandMiddle1",
			"RightHandMiddle3","RightHandMiddle2",
			"RightHandIndex1","RightHand",
			"RightHandIndex2","RightHandIndex1",
			"RightHandIndex3","RightHandIndex2",
			"RightHandThumb1","RightHand",
			"RightHandThumb2","RightHandThumb1",
			"RightHandThumb3","RightHandThumb2",
		//Left lower side
			"LeftUpLeg","Pelvis",
			"LeftUpLegRoll","LeftUpLeg",
			"LeftLeg","LeftUpLegRoll",
			"LeftLegRoll","LeftLeg",
			"LeftFoot","LeftLegRoll",
			"LeftToeBase","LeftFoot",
		//Right lower side
			"RightUpLeg","Pelvis",
			"RightUpLegRoll","RightUpLeg",
			"RightLeg","RightUpLegRoll",
			"RightLegRoll","RightLeg",
			"RightFoot","RightLegRoll",
			"RightToeBase","RightFoot"

		};
		// location of pivot points (local axes) for hierarchical animation
		pivotsModel="a3\characters_f\templatertm\Male.p3d";
	};
};
class CfgModels
{
	class Default
	{
		sectionsInherit="";
		sections[] = {};
		skeletonName = "";
	};
	class ArmaMan: Default
	{
		htMin = 60;		// Minimum half-cooling time (in seconds)
		htMax = 1800;	// Maximum half-cooling time (in seconds)
		afMax = 30;		// Maximum temperature in case the model is alive (in celsius)
		mfMax = 0;		// Maximum temperature when the model is moving (in celsius)
		mFact = 1; 		// Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
		tBody = 37;		// Metabolism temperature of the model (in celsius)

		sections[] =
		{
			"osobnost", "Head_Injury", "Body_Injury", "l_leg_injury", "l_arm_injury", "r_arm_injury", "r_leg_injury", "injury_body", "injury_legs", "injury_hands", "injury_head", "clan", "clan_sign", "Camo", "CamoB", "Camo1", "Camo2", "personality", "hl", "insignia"
		};
		skeletonName = "ManSkeleton";
	};
	class bust: ArmaMan {};
	class Male: ArmaMan {};
	class MaleSkeleton_Pivots: ArmaMan {};
};