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<!-- $1$ -->
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<!-- $$ -->
				<hkcstring>Animations\AggroWarning1.HKX</hkcstring>
				<hkcstring>Animations\AggroWarning2.HKX</hkcstring>
				<hkcstring>Animations\Attack1.HKX</hkcstring>
				<hkcstring>Animations\Attack2.HKX</hkcstring>
				<hkcstring>Animations\AttackLeft1.HKX</hkcstring>
				<hkcstring>Animations\AttackPowerForward.HKX</hkcstring>
				<hkcstring>Animations\AttackPowerForward_Short.HKX</hkcstring>
				<hkcstring>Animations\AttackPowerStanding.HKX</hkcstring>
				<hkcstring>Animations\CombatIdle.HKX</hkcstring>
				<hkcstring>Animations\Death.HKX</hkcstring>
				<hkcstring>Animations\GetUpL.HKX</hkcstring>
				<hkcstring>Animations\IdleRooting.HKX</hkcstring>
				<hkcstring>Animations\IdleShake.HKX</hkcstring>
				<hkcstring>Animations\LayDown.HKX</hkcstring>
				<hkcstring>Animations\LayExit.HKX</hkcstring>
				<hkcstring>Animations\LayLoop.HKX</hkcstring>
				<hkcstring>Animations\MT_Idle.HKX</hkcstring>
				<hkcstring>..\SharedKillMoves\Human&amp;Bear\Paired_1HMKillMoveBearA.hkx</hkcstring>
				<hkcstring>..\SharedKillMoves\Human&amp;Bear\Paired_1HMKillMoveBearB.hkx</hkcstring>
				<hkcstring>..\SharedKillMoves\Human&amp;Bear\Paired_2HMKillMoveBearA.hkx</hkcstring>
				<hkcstring>..\SharedKillMoves\Human&amp;Bear\Paired_2HMKillMoveBearB.hkx</hkcstring>
				<hkcstring>..\SharedKillMoves\Human&amp;Bear\Paired_2HWKillMoveBearA.hkx</hkcstring>
				<hkcstring>Animations\Recoil.HKX</hkcstring>
				<hkcstring>Animations\RunForward.HKX</hkcstring>
				<hkcstring>Animations\RunForwardL.HKX</hkcstring>
				<hkcstring>Animations\RunForwardR.HKX</hkcstring>
				<hkcstring>Animations\StaggerBackLarge.HKX</hkcstring>
				<hkcstring>Animations\StaggerBackSmall.HKX</hkcstring>
				<hkcstring>Animations\StaggerForward.HKX</hkcstring>
				<hkcstring>Animations\SwimForward.HKX</hkcstring>
				<hkcstring>Animations\TrotForward.HKX</hkcstring>
				<hkcstring>Animations\TrotForwardL.HKX</hkcstring>
				<hkcstring>Animations\TrotForwardR.HKX</hkcstring>
				<hkcstring>Animations\TurnCannedL180.HKX</hkcstring>
				<hkcstring>Animations\TurnCannedL90.HKX</hkcstring>
				<hkcstring>Animations\TurnLoopingL.HKX</hkcstring>
				<hkcstring>Animations\WalkBackward.HKX</hkcstring>
				<hkcstring>Animations\WalkForward.HKX</hkcstring>
				<hkcstring>Animations\WalkForwardL.HKX</hkcstring>
				<hkcstring>Animations\WalkForwardR.HKX</hkcstring>
<!-- Start FNIS Animations -->
<!-- $f$ -->
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<!-- $$ -->
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				<hkcstring>IsCow</hkcstring>
				<hkcstring>IsBear</hkcstring>
				<hkcstring>IsDeer</hkcstring>
				<hkcstring>IsGoat</hkcstring>
				<hkcstring>IsHorker</hkcstring>
				<hkcstring>IsMammoth</hkcstring>
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				<hkcstring>Tail</hkcstring>
				<hkcstring>Body</hkcstring>
				<hkcstring>FootIKDisable_AttackStandard</hkcstring>
				<hkcstring>FootIKDisable_AttackPowerForwardShort</hkcstring>
				<hkcstring>FootIKDisable_AttackPowerForward</hkcstring>
				<hkcstring>FootIKDisable_AttackSpecial</hkcstring>
				<hkcstring>FootIKDisable_AttackPowerStanding</hkcstring>
				<hkcstring>FootIKDisable_IdleCombat</hkcstring>
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						</hkobject>
					</hkparam>
					<hkparam name="type">VARIABLE_TYPE_BOOL</hkparam>
				</hkobject>
			</hkparam>
			<hkparam name="numBonesPerLod" numelements="0"></hkparam>
			<hkparam name="characterPropertyValues">#0034</hkparam>
			<hkparam name="footIkDriverInfo">#0030</hkparam>
			<hkparam name="handIkDriverInfo">null</hkparam>
			<hkparam name="stringData">#0029</hkparam>
			<hkparam name="mirroredSkeletonInfo">#0028</hkparam>
			<hkparam name="scale">1.000000</hkparam>
			<!-- numHands SERIALIZE_IGNORED -->
			<!-- numFloatSlots SERIALIZE_IGNORED -->
		</hkobject>

		<hkobject name="#0027" class="hkRootLevelContainer" signature="0x2772c11e">
			<hkparam name="namedVariants" numelements="1">
				<hkobject>
					<hkparam name="name">hkbCharacterData</hkparam>
					<hkparam name="className">hkbCharacterData</hkparam>
					<hkparam name="variant">#0035</hkparam>
				</hkobject>
			</hkparam>
		</hkobject>

	</hksection>

</hkpackfile>
