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			<!-- referenceCount SERIALIZE_IGNORED -->
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<!-- $1$ -->
			<hkparam name="animationNames" numelements="$32+f$">
<!-- $$ -->
				<hkcstring>Animations\Attack_L1.HKX</hkcstring>
				<hkcstring>Animations\Attack_R1.HKX</hkcstring>
				<hkcstring>Animations\Bash.HKX</hkcstring>
				<hkcstring>Animations\BlockHit.HKX</hkcstring>
				<hkcstring>Animations\BlockIdle.HKX</hkcstring>
				<hkcstring>Animations\CombatIdle.HKX</hkcstring>
				<hkcstring>Animations\CombatIdle02.HKX</hkcstring>
				<hkcstring>Animations\Dispel.HKX</hkcstring>
				<hkcstring>Animations\Equip.HKX</hkcstring>
				<hkcstring>Animations\Idle.HKX</hkcstring>
				<hkcstring>Animations\PowerAttack_L1.HKX</hkcstring>
				<hkcstring>Animations\PowerAttack_R1.HKX</hkcstring>
				<hkcstring>Animations\PowerBash.HKX</hkcstring>
				<hkcstring>Animations\Recoil_L1.HKX</hkcstring>
				<hkcstring>Animations\Recoil_R1.HKX</hkcstring>
				<hkcstring>Animations\RunB.HKX</hkcstring>
				<hkcstring>Animations\RunF.HKX</hkcstring>
				<hkcstring>Animations\RunL.HKX</hkcstring>
				<hkcstring>Animations\RunR.HKX</hkcstring>
				<hkcstring>Animations\Stagger_Large.HKX</hkcstring>
				<hkcstring>Animations\Stagger_Small.HKX</hkcstring>
				<hkcstring>Animations\StaggerForward.HKX</hkcstring>
				<hkcstring>Animations\Summon.HKX</hkcstring>
				<hkcstring>Animations\TurnL_180.HKX</hkcstring>
				<hkcstring>Animations\TurnL_90.HKX</hkcstring>
				<hkcstring>Animations\TurnR_180.HKX</hkcstring>
				<hkcstring>Animations\TurnR_90.HKX</hkcstring>
				<hkcstring>Animations\UnEquip.HKX</hkcstring>
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				<hkcstring>Animations\WalkF.HKX</hkcstring>
				<hkcstring>Animations\WalkL.HKX</hkcstring>
				<hkcstring>Animations\WalkR.HKX</hkcstring>
<!-- Start FNIS Animations -->
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<!-- $$ -->
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			<hkparam name="mirroredSyncPointSubstringsB" numelements="0"></hkparam>
			<hkparam name="name">AtronachFrostCharacter</hkparam>
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			<hkparam name="ragdollName">Character Assets\skeleton.HKX</hkparam>
			<hkparam name="behaviorFilename">Behaviors\AtronachFrostBehavior.hkx</hkparam>
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				<hkobject>
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			<!-- numFloatSlots SERIALIZE_IGNORED -->
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