<UseTemplate Name="ASOBO_GT_Anim_Code"> <ANIM_NAME>a582_TailWheel</ANIM_NAME> <ANIM_CODE>(A:RUDDER DEFLECTION PCT,percent) 110 +</ANIM_CODE> <ANIM_LENGTH>210</ANIM_LENGTH> </UseTemplate>
ANIM_NAME is the name of your animation part in your modeling program.
ANIM_CODE is any XML code you like.
ANIM_LENGTH is ... do I really need to explain this one?
ASOBO_GT_Anim_Code is at the core of just about every template. It creates the header information such as anim name, GUID. This template itselfs calls other subtemplates but it eventually boils down to just this:
<Animation Name = "#ANIM_NAME#" Guid = "#ANIM_GUID#" Length = "#ANIM_LENGTH#" Type = "Sim" TypeParam = "AutoPlay"> <Parameter> <Code>#ANIM_CODE#</Code> <Lag>#ANIM_LAG#</Lag> <Wrap>#ANIM_WRAP#</Wrap> <Delta>#ANIM_DELTA#</Delta> <BlendWeight>#ANIM_BLENDWEIGHT#</BlendWeight> </Parameter> </Animation>
I don't know how the sim generates the GUID but it does. Some sort of magic going on there so you shouldn't need to add any GUIDs yourself.
Anything else you can just add an element to overwrite the default. ANIM_CODE and ANIM_LENGTH in my example show how to do this.
I think Wrap is TRUE or FALSE and probably smoothly wraps the animation around if you use Lag. No idea what Delta and BlendWeight do.
Note how the core code is very similar to the code we used in PartInfo. There are variations (for example, the emissive code is different) and this doesn't include mouse code.