Armature/Hips: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/UpperLeg_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/UpperLeg_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/UpperLeg_L/LowerLeg_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/UpperLeg_R/LowerLeg_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/UpperLeg_L/LowerLeg_L/Foot_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/UpperLeg_R/LowerLeg_R/Foot_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Neck: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Neck/Head: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Neck/Head/LeftEye: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Neck/Head/RightEye: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/ThumbProximal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/ThumbProximal_L/ThumbIntermediate_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/ThumbProximal_L/ThumbIntermediate_L/ThumbDistal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/IndexProximal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/IndexProximal_L/IndexIntermediate_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/IndexProximal_L/IndexIntermediate_L/IndexDistal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/MiddleProximal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/MiddleProximal_L/MiddleIntermediate_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/MiddleProximal_L/MiddleIntermediate_L/MiddleDistal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/RingProximal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/RingProximal_L/RingIntermediate_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/RingProximal_L/RingIntermediate_L/RingDistal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/LittleProximal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/LittleProximal_L/LittleIntermediate_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/LowerArm_L/Hand_L/LittleProximal_L/LittleIntermediate_L/LittleDistal_L: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/ThumbProximal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/ThumbProximal_R/ThumbIntermediate_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/ThumbProximal_R/ThumbIntermediate_R/ThumbDistal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/IndexProximal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/IndexProximal_R/IndexIntermediate_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/IndexProximal_R/IndexIntermediate_R/IndexDistal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/MiddleProximal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/MiddleProximal_R/MiddleIntermediate_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/MiddleProximal_R/MiddleIntermediate_R/MiddleDistal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/RingProximal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/RingProximal_R/RingIntermediate_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/RingProximal_R/RingIntermediate_R/RingDistal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/LittleProximal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/LittleProximal_R/LittleIntermediate_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/LowerArm_R/Hand_R/LittleProximal_R/LittleIntermediate_R/LittleDistal_R: UnityEngine.Transform m_LocalRotation.x: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.y: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.z: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ m_LocalRotation.w: Always:Variable Root: メガフォン_レインコートビキニ: Humanoid: メガフォン_レインコートビキニ : UnityEngine.Animator Chest Front-Back: Always:Const:0,-0.05458283,-0.1458946,-0.3001837,-0.2742249,0.01377245,-0.07853672,-0.1694255,-0.2030188,-0.3212857,-0.2670357,-0.2700529,-0.1541458,0.07846153,-0.4533335,-0.4441281,-0.3778344,-0.4892435,0.004970301,-0.07502552,-0.2761 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Chest Left-Right: Always:Const:0,0.02366371,0.04309358,-0.1074935,0.05351612,0.009518389,-0.04375415,-0.03895054,-0.004874112,0.003786021,-0.2441381,0.01984255,0.03456816,-0.1676589,-0.4718822,0.2266728,0.08513053,0.05399285,0.2562427 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Chest Twist Left-Right: Always:Const:0,-0.1006875,-0.07743139,0.0356634,0.03969425,-0.04338751,0.005320479,-0.058766,-0.1345448,-0.4246161,-0.1911696,0.480199,0.02299657,-0.05750607,-0.2474751,0.2594126,0.07853902,-0.01267949,0.2124686 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Head Nod Down-Up: Always:Const:1,1.099698,0.4485927,0.3040608,0.1217977,-0.1413921,0.08999925,0.3481109,0.3856554,0.2167065,0.08999893,0.1222014,0.5300959,0.2753064,0.4615385,0.8220847,0.8274209,0.6674845,0.6059409,-0.07640432,0.5307833,0.2757195,0.02344303 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Head Tilt Left-Right: Always:Const:0,0.08829968,-0.01319215,0.06523784,0.01964314,-0.01690182,0.1090677,-0.06751614,-0.2264571,-0.01690142,0.03423304,0.09969084,0.09209536,-0.1720645,-0.6526222,-0.3150699,-0.2654039,-0.1297154,0.0364491,-0.05023744 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Head Turn Left-Right: Always:Const:0,-0.3401142,-0.2202703,-0.01951786,-0.03397851,-0.03368142,-0.01552533,-0.2321087,-0.544681,-0.03368056,-0.1096033,-0.2739417,0.007125225,-0.2176988,-0.6842421,-0.5844535,-0.603516,-0.05830944,-0.08558329,-0.013196 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Arm Down-Up: Always:Const:0,0.3588727,-0.5509154,-0.3854538,-0.3119859,-0.5502002,-0.5382955,-0.08394366,-0.09898634,-0.3697534,-0.5385941,-0.3116608,-0.09505837,-0.1247782,-0.46,0.1653644,-0.1817364,0.1206356,-0.1632985,0.03054079,-0.0545379,0.3945059,-0.6491013 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Arm Front-Back: Always:Const:-0.21,0.1601975,0.02048965,0.05534481,-0.02075332,0.2091433,0.1245488,0.06329983,0.09795032,-0.02191352,0.1245574,-0.02092139,-0.02946375,0.2056889,-0.02,-0.1835892,0.1590904,0.01335374,0.1148234,0.02985343,0.0745607,0.3351986,0.41 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Arm Twist In-Out: Always:Const:0.4934856,0.6183279,0.4413801,0.10393,-0.4037779,-0.08703196,-0.4823598,-0.1688814,-0.2233497,-0.2414728,-0.4818497,-0.4082364,0.08708416,0.01939465,0.04175824,0.429375,0.498741,0.330573,0.4897811,0.02385569,-0.04995128,0.2293133,0.18 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Foot Twist In-Out: Always:Const:-0.5081962,-0.6465787,-0.3202475,0.3784533,0.2284211,0.02295053,0.33063,0.1029208,0.0824092,0.3353839,0.3919867,0.2075154,0.4094329,-0.04389049,0.006593406,0.2105281,-0.2349501,0.3054137,0.3336647,-0.09420349,0.00308718,0.06690656,-0.0065647 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Foot Up-Down: Always:Const:0.5003295,-0.09440883,0.2535107,-0.3502949,-0.1407038,-0.0676379,-0.0816199,-0.4420576,-0.5138965,-0.1611969,-0.05466542,-0.1258674,-0.4023446,-0.4612058,-0.9010989,-0.7527451,-0.6259316,-0.7425983,-0.8369435,0.2077303,-0.2048191,0.02027419,-0.68 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Forearm Stretch: Always:Const:-0.23,0.05059157,-0.3576686,0.02091879,0.7952789,0.9593968,0.8143308,0.3739673,-0.04207603,0.7711628,0.8144266,0.7956412,0.003161206,0.3724347,0.0989011,0.1587045,0.2616625,0.2095663,0.2791874,0.06288236,0.5162259,0.7731782,0.8824737,0.13 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Forearm Twist In-Out: Always:Const:-0.08,-0.170394,-0.05330151,0.2526938,0.2316399,0.2079965,0.2805849,0.1275082,0.06276487,-0.07639562,0.2800627,0.2358888,0.305142,0.1265316,-0.6813187,-0.1467166,0.2060333,0.09458916,0.2068105,0.04214963,0.115787,0.4232942,0.3178867,0.09 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Hand Down-Up: Always:Const:-0.14,0.4188968,0.01337125,0.04083245,0.1111911,-0.01098901,0.1883659,0.1998229,0.1844925,0.05309257,0.1883668,0.1124221,0.1057945,0.1997656,0.1114286,0.3867479,0.07822262,0.3398055,0.07827041,0.01557218,0.118472,-0.0359638 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Hand In-Out: Always:Const:0.13,0.6174258,-0.15534,-0.3284695,-0.3062866,0.04786278,-0.2709406,-0.3211693,0.001529895,-0.238132,-0.2709174,-0.3072186,-0.2004246,-0.3208839,0.5274726,-0.2519638,-0.1914577,-0.4563363,-0.1914898,-0.5868005,-0.1667516,-0.0290603 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Lower Leg Stretch: Always:Const:-0.17,0.6290982,0.5831183,0.7404076,0.8701347,1,0.8596845,0.2618291,0.3755947,0.7719992,0.9099474,0.8557634,0.6695397,0.2576182,-0.7142857,-0.2143506,-0.2207734,-0.2760729,-0.2405982,-0.04694861,0.4803357,0.2873619,1.039281,0.04 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Lower Leg Twist In-Out: Always:Const:0,0.1139514,-0.05804133,0.01173615,0.004891737,2.210612E-09,0.0552595,0.04471103,-0.03825615,-0.04151861,0.06398337,0.01002203,-0.2045169,0.1298357,-0.02197802,0.06017573,0.07078644,-0.03971529,0.125451,-0.1930833,-0.08928615,-0.06172086,0.1320088 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Shoulder Down-Up: Always:Const:-0.2587065,0.6961471,0.4899073,0.2843181,-0.1918001,-0.4213789,-0.1257547,-0.2163907,-0.5172257,-0.1192975,-0.1257548,-0.1918029,0.2843188,-0.2163635,-0.46,0.2642498,-0.0871754,-0.08717543,0.04447171,-0.2980724,0.4624815,-0.1796207 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Shoulder Front-Back: Always:Const:-0.2376396,-0.02375649,0.09300256,-0.0583849,-0.008474355,0.1487624,0.05016803,-0.3352719,-0.08432723,0.4671392,0.05016731,-0.008441445,-0.05839634,-0.3352618,0,0.03485942,0.3250788,0.3250794,-0.02326096,-0.4647982,-0.6805701 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Toes Up-Down: Always:Const:-0.46,-0.9864194,-0.7356437,-0.1956137,-4.439623E-07,0.009472387,-9.562265E-07,-1.024528E-07,1.27383E-05,0,6.14717E-07,-0.002050495,-0.08678301,1.058679E-06,-0.02177224,-0.08359354,-0.1030298 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Upper Leg Front-Back: Always:Const:-0.15,0.3633888,0.5063608,0.4131474,0.5212415,0.633117,0.5259162,0.1184733,0.05510652,0.4107274,0.5820384,0.4832539,0.4042329,0.1410202,-0.399,-0.6127963,-0.4213414,-0.3698697,-0.268536,-0.03334038,0.02588264,0.07908173,-0.14 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Upper Leg In-Out: Always:Const:0.23,0.07282963,0.1668362,-0.1738032,-0.1055613,0.0005638027,-0.1696409,-0.1371059,-0.081043,-0.1497033,-0.2049382,-0.09400618,0.006373476,-0.1298006,-0.0989011,0.108595,0.01638169,0.5835285,0.3450338,0.003072929,0.09269159,0.2832408,0.03353084,0.1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Upper Leg Twist In-Out: Always:Const:0,0.1784817,0.3491133,0.0006167831,0.06536686,-0.08463394,0.03629277,0.02400172,0.1339431,0.01610413,-0.01034513,0.0720726,0.3923509,0.01786836,-0.04395604,0.2393911,0.05792652,0.5242055,0.8117198,0.02724119,0.1339732,0.4187453,-0.194524,0.01 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Neck Nod Down-Up: Always:Const:0.53,0.4921701,-0.1008317,0.02274356,0.01473669,0.07478143,-0.114865,-0.06625161,-0.09484501,-0.140404,-0.1148648,0.01678352,-0.09402862,-0.1406962,-0.1538462,0.3693454,-0.2356764,0.31348,0.421226,-0.04533534,-0.02736272,-0.5133406 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Neck Tilt Left-Right: Always:Const:0,-0.3068039,-0.06296917,-0.03048067,-0.05572468,-0.06419705,-0.06775004,-0.0394433,-0.09599943,-0.06104121,-0.1834095,-0.0746659,-0.06821237,-0.07351176,-0.05668261,-0.04178905,-0.003795062,-0.08523256,0.004305033,-0.002900584 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Neck Turn Left-Right: Always:Const:0,-0.1109066,0.01305173,-0.006828877,-0.02162405,-0.008983286,0.007558075,-0.1809869,-0.4852341,-0.008983243,-0.09783404,-0.2258883,0.03226389,-0.2772213,-0.6145611,-0.593595,-0.5129544,-0.01455062,-0.03341154,-0.02647511,0.03053435 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Arm Down-Up: Always:Const:0,0.1079431,-0.6698052,-0.3154646,-0.3824831,-0.5502002,-0.3811373,-0.03855273,-0.06659085,-0.4122309,-0.3814043,-0.3820722,-0.2861481,-0.1699907,-0.46,0.005273508,-0.12312,-0.1384637,0.09228594,0.04397357,-0.08181155,0.4540748,-0.6473815,-0.6491 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Arm Front-Back: Always:Const:-0.21,-0.04507298,0.4244172,0.1001994,0.1139712,0.2091433,0.1007012,0.0391509,0.06839268,0.02295542,0.1007919,0.1138293,0.1474207,0.0980575,-0.02,0.1772009,0.09776859,0.07544226,-0.1269612,0.03535585,0.1425381,0.1652943,0.1518156,0.41 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Arm Twist In-Out: Always:Const:0.49349,-0.08606745,0.04567193,-0.1519617,-0.3099642,-0.08703196,-0.1056051,-0.07055457,-0.1198673,-0.07567975,-0.1050904,-0.3130853,-0.216768,0.0374022,0.04175824,0.2578247,0.4577455,0.4206987,0.1918,0.06594285,-0.198157,0.4886392,-0.08655734,0.18 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Foot Twist In-Out: Always:Const:0,0.859108,0.1541953,0.06862832,0.0800464,0.02295053,-0.07582626,-0.0973585,-0.02259842,0.02110136,-0.270027,-0.1826364,-0.4725792,0.09255144,0.006593406,-0.000376318,-0.2214656,-0.1277711,-0.1679496,-0.1999356,-0.04966674,-0.006564674 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Foot Up-Down: Always:Const:0.4602193,-0.05601621,0.2639033,-0.1854314,0.1026743,-0.0676379,-0.009865593,-0.1943441,-0.2008642,0.07504798,-0.2546458,0.0766927,-0.1959394,-0.1546145,-0.9010989,-0.2141746,-0.3538545,-0.4210203,0.2684092,0.5471153,-0.1891814,-0.06740427,-0.68 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Forearm Stretch: Always:Const:-0.23,0.004423723,-0.001232761,0.4260082,0.7137492,0.9593968,0.6865119,0.2902641,0.2016759,0.6649284,0.6863499,0.7139921,0.369621,0.2843136,0.0989011,0.1866976,0.2182948,-0.06435855,0.09224813,0.03296091,0.5020037,0.2682259,0.8496088,0.13 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Forearm Twist In-Out: Always:Const:-0.08,-0.9045733,0.2583507,0.2880884,0.1301211,0.2079965,0.0696371,0.145544,0.1943607,-0.06052713,0.06909541,0.1338171,0.2836632,0.1134561,-0.6813187,-0.1073729,-0.0708336,-0.07564466,-0.07384833,0.03127885,0.09523066,0.2398397,0.2578494,0.09 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Hand Down-Up: Always:Const:0.4295191,0.7217295,0.02105976,0.1369422,0.08896525,-0.01098901,0.1315981,0.2044057,0.2818568,0.06633619,0.1315291,0.08993668,0.2460996,0.1952698,0.1114286,0.2634386,0.1689317,0.1685736,0.1685863,0.4584512,-0.009813402,0.1144713 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Hand In-Out: Always:Const:0.1086942,0.657304,-0.3890625,-0.5221631,-0.2843134,0.04786278,-0.2784892,-0.5546395,-0.483519,-0.2216167,-0.2783772,-0.2850141,-0.3855903,-0.339701,0.5274726,-0.2753319,-0.2185648,-0.218643,-0.2186426,-0.5715983,-0.2043802,-0.07731865 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Lower Leg Stretch: Always:Const:-0.17,-0.7160331,-0.5767143,-0.3293609,0.1875983,1,0.1346529,-0.09713099,-0.2202701,0.09861897,0.1401451,0.1962283,-0.3134257,-0.08928868,-0.7142857,-0.2982044,-0.5658634,-0.261698,-0.1924944,0.2664378,0.4372521,0.2868441,0.9036899,0.04 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Lower Leg Twist In-Out: Always:Const:0,-0.2018763,0.03822068,0.06777754,0.006748513,2.210612E-09,0.0672171,0.02358091,-0.09655638,-0.08000689,0.1960352,0.1301119,0.2227763,-0.04008458,-0.02197802,0.01778766,0.1473764,0.0001313598,-0.06581329,-0.1732562,0.05182618,0.04010672,0.0003625677 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Shoulder Down-Up: Always:Const:0.1269952,0.2710415,0.3123769,-0.3448048,-0.2493051,-0.4213789,-0.03725486,-0.2735997,-0.5791555,-0.08203135,-0.2493068,-0.3448047,-0.2736025,-0.46,0.1265098,0.5788675,0.5788672,0.2147587,0.03033425,-0.3478067,0.2238986,-0.1459159 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Shoulder Front-Back: Always:Const:-1.480165,-1.117551,-0.5630749,0.4379559,0.1335368,0.1487624,-0.5333061,-0.520719,-0.2840652,-0.6137838,0.1335375,0.4379552,-0.5207147,0,-0.8150726,-0.7601994,-0.7601995,-0.5531973,-0.03952847,-0.4852212,-0.9550995,0.3686014 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Toes Up-Down: Always:Const:0,-0.8185785,-0.1350112,-1.229434E-06,-4.098113E-07,0.009472387,2.049056E-07,9.562264E-07,1.161132E-06,-3.893208E-06,2.117358E-06,1.297736E-06,-3.415095E-07,2.732075E-07,-0.002050495,-6.361108E-17,-0.03423835,-0.09668434,-0.03806024 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Upper Leg Front-Back: Always:Const:-0.15,-1.080268,-0.3907829,-0.2141897,0.03411606,0.633117,0.03638683,-0.1617446,0.004391926,0.1717772,-0.09667728,0.08703604,-0.1606788,-0.1692689,-0.399,-0.8024651,-0.4177612,-0.5552238,-0.7185792,-0.1316292,0.006002089,-0.4719955,0.52553,-0.14 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Upper Leg In-Out: Always:Const:0.23,1.147472,-0.2264954,0.0623302,0.03008796,0.0005638027,0.05661062,0.1537367,0.2059494,0.2094033,0.1161858,0.01219955,-0.08359829,0.1309756,-0.0989011,0.1468763,0.1470591,-0.1274225,0.02057004,0.217961,0.0494343,0.3437507,0.0175207,0.1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Upper Leg Twist In-Out: Always:Const:0,1.136835,0.2636969,0.1150633,0.01869268,-0.08463394,0.02093977,0.1698604,0.2122108,0.3627695,0.1506925,0.03063641,0.09168072,0.1880357,-0.04395604,0.2393405,0.03908297,0.257022,0.2327777,0.2011465,0.05391531,0.2942251,0.1463676,0.01 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootQ.x: Always:Const:0.55,0.7065097,0.3144614,0.2248025,0.02003725,0,0.01808386,0.04509556,0.113905,0.01473715,0.01731516,0.02037044,0.2069861,0.05494832,0.5273561,0.2438667,0.3479815,0.3561189,0.124442,0.1581225,0.2677771 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootQ.y: Always:Const:0,0.2595775,0.08029506,0.06202722,0.04688444,-0.01601369,0.004302098,0.2227385,0.3757272,0.02583583,0.1697147,0.2470824,-0.1637616,0.1214765,0.4504996,0.4317148,0.3067468,-0.07204568,0.05105595,0.1078223 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootQ.z: Always:Const:0,0.02544159,0.01438583,0.005907421,0.001327478,-0.01798688,-0.02120744,-0.07079121,-0.008122488,-0.01872791,0.004379517,-0.04853738,-0.02624395,-0.02932609,-0.2364772,-0.1950132,-0.09151591,-0.03351529,-0.01170735,-0.1071749 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootQ.w: Always:Const:0.6955501,0.6578879,0.9457589,0.9724103,0.9986985,1,0.9995464,0.9987484,0.9656096,0.9265776,0.9993408,0.9852731,0.9453842,0.9846188,1,0.840404,0.8256257,0.8090125,0.8779014,0.9514112,0.9860243,0.5489299 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootT.x: Always:Const:0,-0.08893295,-0.0836229,-0.002387154,0.02328834,0.02691374,0.0342934,-0.04562321,0.004783804,0.01419149,0.08010146 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootT.y: Always:Const:0.35,0.2918253,0.2896319,0.9836525,0.9307273,0.9713773,0.9664465,0.9719189,0.9022508,0.9044872,0.9665709,0.9758172,0.9825885,0.9389387,0.9014009,0.55,0.6616728,0.6873229,0.6814447,0.6961579,0.9161631,0.9301759,0.9464465,0.8 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RootT.z: Always:Const:-0.3,-0.4142544,-0.31,0,0.06736566,-0.03261356,-0.1284523,0.02110336,-0.00822663 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Spine Front-Back: Always:Const:-0.79,-0.4505852,-0.4505852,-0.5765591,-0.2233207,-0.01935204,0.004334482,-0.1257833,-0.4482496,-0.2770707,0.03336575,-0.1257833,-0.01180813,-0.2195311,-0.4376803,-0.904,-0.797891,-1,-1.035522,-0.979556,-0.6677036,-0.4186167,-0.6247138 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Spine Left-Right: Always:Const:0,0.03083343,0.01425541,0.01508976,-0.1170441,0.002118924,-0.07222418,-0.1397834,-0.05141476,0.002118718,-0.1047504,-0.02043888,-0.0607214,-0.1459239,0.04397736,-0.1007261,-0.3176307,0.03569788,-0.03276294,-0.03820256 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Spine Twist Left-Right: Always:Const:0,-0.3837576,-0.04858773,0.03063754,0.04166411,-0.0447141,0.006942837,-0.05900038,-0.1345852,-0.04471393,-0.1893023,-0.09477953,0.2458516,0.01495929,-0.07858855,-0.2756801,-0.04845311,0.08140111,0.004524425,0.2233232 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit UpperChest Front-Back: Always:Const:-0.92,-0.1145457,0,-0.46 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit UpperChest Left-Right: Always:Const:0,0.119551 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit UpperChest Twist Left-Right: Always:Const:0,-0.1894146 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_low_crawl_still BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(6): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(7): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(8): FloatAnimationCurve: proxy_low_crawl_right BlendTreeElement(9): FloatAnimationCurve: proxy_low_crawl_right AnimatorState: Standing BlendTree: BlendTreeElement(1): FloatAnimationCurve: proxy_sprint_forward BlendTreeElement(2): FloatAnimationCurve: proxy_run_forward BlendTreeElement(3): FloatAnimationCurve: proxy_walk_forward BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing BlendTreeElement(5): FloatAnimationCurve: proxy_walk_backward BlendTreeElement(6): FloatAnimationCurve: proxy_run_backward BlendTreeElement(7): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(8): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(9): FloatAnimationCurve: proxy_strafe_right BlendTreeElement(10): FloatAnimationCurve: proxy_run_strafe_right BlendTreeElement(11): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(12): FloatAnimationCurve: proxy_strafe_right_135 BlendTreeElement(13): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(14): FloatAnimationCurve: proxy_strafe_right_45 BlendTreeElement(15): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(16): FloatAnimationCurve: proxy_run_strafe_right_45 BlendTreeElement(17): FloatAnimationCurve: proxy_run_strafe_right_135 BlendTreeElement(18): FloatAnimationCurve: proxy_run_strafe_right_135 AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch BlendTreeElement(2): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(3): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(4): FloatAnimationCurve: proxy_crouch_walk_forward BlendTreeElement(5): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(6): FloatAnimationCurve: proxy_crouch_walk_right BlendTreeElement(7): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(8): FloatAnimationCurve: proxy_crouch_walk_right_45 BlendTreeElement(9): FloatAnimationCurve: proxy_crouch_walk_right_135 BlendTreeElement(10): FloatAnimationCurve: proxy_crouch_walk_right_135 AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: DisableTracking FloatAnimationCurve: proxy_stand_still AnimatorState: RestoreTracking FloatAnimationCurve: proxy_stand_still AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: VersionSwitch FloatAnimationCurve: proxy_stand_still AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: BlendOut Stand FloatAnimationCurve: proxy_stand_still AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: Prepare Standing FloatAnimationCurve: proxy_stand_still AnimatorState: WaitForActionOrAFK FloatAnimationCurve: proxy_stand_still AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Restore Tracking (stand) FloatAnimationCurve: proxy_stand_still AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Jaw Close: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist Jaw Left-Right: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist Left Eye Down-Up: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Left Eye In-Out: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHand.Index.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Index.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Index.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Index.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Little.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Little.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Little.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Little.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Middle.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Middle.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Middle.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Middle.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Ring.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Ring.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Ring.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Ring.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Thumb.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Thumb.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Thumb.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHand.Thumb.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Right Eye Down-Up: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Right Eye In-Out: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHand.Index.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Index.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Index.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Index.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Little.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Little.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Little.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Little.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Middle.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Middle.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Middle.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Middle.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Ring.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Ring.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Ring.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Ring.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Thumb.1 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Thumb.2 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Thumb.3 Stretched: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle RightHand.Thumb.Spread: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Prone BlendTree: BlendTreeElement(2): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(3): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(4): FloatAnimationCurve: proxy_low_crawl_forward BlendTreeElement(5): FloatAnimationCurve: proxy_low_crawl_forward AnimatorState: Standing BlendTree: BlendTreeElement(4): FloatAnimationCurve: SELESTIA_standing AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: HardLand FloatAnimationCurve: proxy_landing AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short AnimatorState: QuickLand FloatAnimationCurve: proxy_land_quick Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 3: AlwaysOne, Additive AnimatorController: Layer 1: AlwaysOne, Additive AnimatorLayer: AnimatorState: Upright Idle FloatAnimationCurve: proxy_idle Layer 4: AlwaysOne, Override AnimatorController: Layer 3: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: RockNRoll FloatAnimationCurve: R&R Layer 2: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: Fist AnimatorState: Point FloatAnimationCurve: Finger piont AnimatorState: Open FloatAnimationCurve: Hand open AnimatorState: Peace FloatAnimationCurve: Peace AnimatorState: RockNRoll FloatAnimationCurve: R&R AnimatorState: Gun FloatAnimationCurve: Hand gun AnimatorState: Thumbs up FloatAnimationCurve: Thumbs up AnimatorState: Idle FloatAnimationCurve: SELESTIA_standing Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: sadkick FloatAnimationCurve: proxy_stand_sadkick AnimatorState: backflip FloatAnimationCurve: proxy_backflip AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: stand_cheer_loop FloatAnimationCurve: proxy_stand_cheer AnimatorState: stand_point FloatAnimationCurve: proxy_stand_point AnimatorState: stand_clap_loop FloatAnimationCurve: proxy_stand_clap AnimatorState: stand_wave FloatAnimationCurve: proxy_stand_wave AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: getup_from_back FloatAnimationCurve: proxy_supine_getup AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Idle FloatAnimationCurve: proxy_hands_idle LeftHandT.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHandT.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHandT.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHandQ.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHandQ.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHandQ.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftHandQ.w: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandT.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandT.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandT.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandQ.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandQ.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandQ.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightHandQ.w: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Crouching BlendTree: BlendTreeElement(1): FloatAnimationCurve: SELESTIA_crouch AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootQ.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootQ.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootQ.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootQ.w: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootT.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootT.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftFootT.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootQ.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootQ.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootQ.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootQ.w: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootT.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootT.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit RightFootT.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 1: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: Short Fall FloatAnimationCurve: proxy_fall_short AnimatorState: LongFall FloatAnimationCurve: proxy_fall_long AnimatorState: SmallHop FloatAnimationCurve: proxy_fall_short AnimatorState: RestoreToHop FloatAnimationCurve: proxy_fall_short Layer 2: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: UpperBodyTracked FloatAnimationCurve: proxy_sit AnimatorState: PoseSpace FloatAnimationCurve: proxy_sit AnimatorState: V2Seated FloatAnimationCurve: proxy_sit Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance AnimatorState: seated_raise_hand-hold FloatAnimationCurve: proxy_seated_raise_hand AnimatorState: vrc2_seated_point FloatAnimationCurve: proxy_seated_point AnimatorState: vrc2_seated_laugh FloatAnimationCurve: proxy_seated_laugh AnimatorState: vrc2_seated_drum-loop FloatAnimationCurve: proxy_seated_drum AnimatorState: vrc2_seated_disbelief FloatAnimationCurve: proxy_seated_disbelief AnimatorState: vrc2_seated_disapprove FloatAnimationCurve: proxy_seated_disapprove AnimatorState: seated_clap-loop FloatAnimationCurve: proxy_seated_clap AnimatorState: seated_shake_fist FloatAnimationCurve: proxy_seated_shake_fist AnimatorState: Prepare Sitting FloatAnimationCurve: proxy_sit AnimatorState: BlendOut Sit FloatAnimationCurve: proxy_sit AnimatorState: Restore Tracking (sit) FloatAnimationCurve: proxy_sit AnimatorState: Sit FloatAnimationCurve: proxy_sit LeftLowerLegTDOF.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: die_hold FloatAnimationCurve: proxy_die AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftFootTDOF.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftFootTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftFootTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftHandTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftShoulderTDOF.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftShoulderTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftShoulderTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance LeftToesTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance NeckTDOF.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance NeckTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance NeckTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightFootTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightFootTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightHandTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightHandTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightShoulderTDOF.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightShoulderTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightShoulderTDOF.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance RightToesTDOF.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: dance_loop FloatAnimationCurve: proxy_dance Body: UnityEngine.SkinnedMeshRenderer blendShape.AAO_Merged_eye_angry_6: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_eye_nagomi_L_eye_nagomi_R_eye_happy_L_eye_happy_R_eye_angry_L_eye_angry_R_eye_sad_L_eye_sad_R_3: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_eye_close_38: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_eye_happy_5: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_eye_nagomi_2: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_eye_sad_7: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_narrow_L_mouth_narrow_R_mouth_wa_mouth_yodare_L_mouth_yodare_R_mouth_grin_L_mouth_grin_R_20: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_straight_mouth_narrow_19: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_o_25: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_wide_21: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_wide_L_22: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 14: AlwaysOne, Override AnimatorLayer: AnimatorState: Cheek_L FloatAnimationCurve: rebased Cheek_L Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_wide_R_23: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 15: AlwaysOne, Override AnimatorLayer: AnimatorState: Cheek_R FloatAnimationCurve: rebased Cheek_R Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_ω_28: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_□_27: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.AAO_Merged_mouth_△_26: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good blendShape.vrc.looking_down: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.looking_up: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 5: Variable, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: AFK FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: BlendOut FloatAnimationCurve: rebased SELESTIA_AFK AnimatorState: Afk Init FloatAnimationCurve: rebased SELESTIA_AFK Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Thumbs up FloatAnimationCurve: rebased Good AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased Close eye AnimatorState: Point FloatAnimationCurve: rebased Confused AnimatorState: Open FloatAnimationCurve: rebased Smile AnimatorState: Peace FloatAnimationCurve: rebased Niko AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy AnimatorState: Gun FloatAnimationCurve: rebased Daru AnimatorState: Thumbs up FloatAnimationCurve: rebased Good メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.AAO_Merged_eye_maru_9: Partially:Const:75 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Point FloatAnimationCurve: rebased Confused Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Point FloatAnimationCurve: rebased Confused blendShape.AAO_Merged_eye_small_12: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L Layer 11: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_ON FloatAnimationCurve: rebased NadeNade_Head Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Gun FloatAnimationCurve: rebased Daru Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Gun FloatAnimationCurve: rebased Daru blendShape.AAO_Merged_eye_up_36: Partially:Const:10 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Gun FloatAnimationCurve: rebased Daru Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Gun FloatAnimationCurve: rebased Daru blendShape.AAO_Merged_eye_down_37: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 13: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_R_ON FloatAnimationCurve: rebased NadeNade_UpperArm_R Layer 12: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_UpperArm_L_ON FloatAnimationCurve: rebased NadeNade_UpperArm_L blendShape.AAO_Merged_eye_brink_1_0: Partially:Const:0,20,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_Option_guruguru_41: Partially:Const:100,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 40: AlwaysOne, Override AnimatorLayer: AnimatorState: guruguru ON FloatAnimationCurve: rebased guruguru_ON Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_Option_heart_39: Partially:Const:100,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 38: AlwaysOne, Override AnimatorLayer: AnimatorState: heart ON FloatAnimationCurve: rebased heart_ON Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_Option_hoppe_43: Partially:Const:100,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 42: AlwaysOne, Override AnimatorLayer: AnimatorState: hoppe ON FloatAnimationCurve: rebased hoppe_ON Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_Option_pale_blue_44: Partially:Const:100,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 43: AlwaysOne, Override AnimatorLayer: AnimatorState: pale_blue ON FloatAnimationCurve: rebased pale_blue_ON Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_Option_shiitake_40: Partially:Const:100,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 39: AlwaysOne, Override AnimatorLayer: AnimatorState: shiitake ON FloatAnimationCurve: rebased shiitake_ON Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_Option_shy_3_42: Partially:Const:100,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 41: AlwaysOne, Override AnimatorLayer: AnimatorState: shy ON FloatAnimationCurve: rebased shy_ON Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_highlight_1_×_Option_sweat_2_Option_sweat_3_15: Partially:Const:0,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eye_big_highlight_1_down_11: Partially:Const:10,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eye_jitome_2_4: Partially:Const:0,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eye_marushiro_13: Partially:Const:0,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eye_smile_1_1: Partially:Const:0,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eye_surprise_8: Partially:Const:0,30 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eyebrow_angry_1_32: Partially:Const:80,0,75 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eyebrow_down_34: Partially:Const:0,30,10 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eyebrow_smile_31: Partially:Const:0,100,50 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eyebrow_tare_35: Partially:Const:0,10,20 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_eyebrow_up_33: Partially:Const:0,10,50 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_highlight_1_big_14: Partially:Const:0,10 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_lower_eyelid_up_2_10: Partially:Const:0,40 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_mouth_A_1_16: Partially:Const:0,90 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_mouth_I_2_open_17: Partially:Const:0,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_mouth_O_1_18: Partially:Const:0,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_mouth_Λ_1_24: Partially:Const:0,25 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_mouth_ω_open_1_29: Partially:Const:0,30 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.AAO_Merged_mouth_ω_open_2_30: Partially:Const:0,70,100 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 37: AlwaysOne, Override AnimatorLayer: AnimatorState: VisemePlay FloatAnimationCurve: rebased viseme_reset Layer 33: AlwaysOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 Layer 32: AlwaysOne, Override AnimatorLayer: AnimatorState: Fist FloatAnimationCurve: rebased F_blink AnimatorState: Point FloatAnimationCurve: rebased F_joy_1 AnimatorState: Open FloatAnimationCurve: rebased F_smile_1 AnimatorState: Peace FloatAnimationCurve: rebased F_doya_1 AnimatorState: RockNRoll FloatAnimationCurve: rebased F_guruguru_1 AnimatorState: Gun FloatAnimationCurve: rebased F_marushiro AnimatorState: Thumbs up FloatAnimationCurve: rebased F_shiitake_1 blendShape.vrc.blink: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 36: AlwaysOne, Override AnimatorLayer: AnimatorState: BlinkLock FloatAnimationCurve: Blink_reset メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.a: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Ah: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.あ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.i: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Ch: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.い: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.u: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.U: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.う: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.e: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.E: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.え: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.o: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Oh: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.お: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Niyari: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Grin: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.にやり: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Mouse_2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.∧: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wa: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ワ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Omega: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ω: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Mouse_1: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.▲: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.MouseUP: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Mouth Horn Raise: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.口角上げ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.MouseDW: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Mouth Horn Lower: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.口角下げ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.MouseWD: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Mouth Side Widen: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.口横広げ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.n: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ん: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Niyari2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.にやり2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.a 2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.あ2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.□: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ω□: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Smile: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.にっこり: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Pero: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ぺろっ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Bero-tehe: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.てへぺろ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Bero-tehe2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.てへぺろ2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Blink: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.まばたき: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Blink Happy: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.笑い: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.> <: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Close><: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.はぅ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeSmall: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Pupil: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.瞳小: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink-c: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink 2 Right: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ウィンク2右: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink-b: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink 2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ウィンク2: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ウィンク: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink-a: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wink Right: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ウィンク右: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Howawa: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Calm: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.なごみ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Jito-eye: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Stare: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.じと目: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Ha!!!: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Surprised: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.びっくり: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Kiri-eye: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Slant: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.キリッ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeHeart: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Heart: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.はぁと: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeStar: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Star Eye: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.星目: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeFunky: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.恐ろしい子!: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.O O: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.はちゅ目: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeSmall-v: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.瞳縦潰れ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeUnderli: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.光下: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyHi-Off: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ハイライト消: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.EyeRef-off: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.映り込み消: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Smily: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Cheerful: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.にこり: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Up: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Upper: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.上: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Down: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Lower: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.下: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Serious: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.真面目: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Trouble: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Sadness: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.困る: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Get angry: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Anger: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.怒り: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Front: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.前: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Joy: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.喜び: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wao!?: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.わぉ!?: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Howawa ω: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.なごみω: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Wail: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.悲しむ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Hostility: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.敵意: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.Blush: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.照れ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ToothAnon: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.歯無し下: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.ToothBnon: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.歯無し上: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.涙: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.しいたけ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.なぬ!: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.はんっ!: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.えー: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.睨み: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.睨む: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.白目: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.瞳大: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.頬染め: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.青ざめ: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_sil: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_pp: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_ff: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_th: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_dd: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_kk: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_ch: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_ss: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_nn: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_rr: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_aa: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_e: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_ih: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_oh: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ blendShape.vrc.v_ou: Partially:Variable Root: メガフォン_レインコートビキニ: Variable(VRCAvatarDescriptor): メガフォン_レインコートビキニ Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1/?: UnityEngine.GameObject m_IsActive: Partially:Const:1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Point FloatAnimationCurve: rebased Confused Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Point FloatAnimationCurve: rebased Confused Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1/Sleep: UnityEngine.GameObject m_IsActive: Partially:Const:1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Open FloatAnimationCurve: rebased Smile Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Open FloatAnimationCurve: rebased Smile Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1/Flower: UnityEngine.GameObject m_IsActive: Partially:Const:1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Peace FloatAnimationCurve: rebased Niko Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1/Heart: UnityEngine.GameObject m_IsActive: Partially:Const:1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: RockNRoll FloatAnimationCurve: rebased Shy Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1/Despair: UnityEngine.GameObject m_IsActive: Partially:Const:1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Gun FloatAnimationCurve: rebased Daru Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Gun FloatAnimationCurve: rebased Daru Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1/Star 2: UnityEngine.GameObject m_IsActive: Partially:Const:1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 3: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Thumbs up FloatAnimationCurve: rebased Good Layer 2: EitherZeroOrOne, Override AnimatorLayer: AnimatorState: Thumbs up FloatAnimationCurve: rebased Good $$AAO_AUTO_MERGE_SKINNED_MESH_0: UnityEngine.SkinnedMeshRenderer blendShape.13_Selestia_body__Breast_big: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Layer 10: AlwaysOne, Override AnimatorLayer: AnimatorState: Breast size FloatAnimationCurve: rebased Breast size(Clone) blendShape.13_Selestia_body__Breast_small: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Layer 10: AlwaysOne, Override AnimatorLayer: AnimatorState: Breast size FloatAnimationCurve: rebased Breast size(Clone) blendShape.13_Selestia_body__Chikubi: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 30: AlwaysOne, Override AnimatorLayer: AnimatorState: 乳首サイズ FloatAnimationCurve: rebased 乳首サイズ(Clone) AnimatorState: 乳首サイズ_prevent FloatAnimationCurve: rebased 乳首サイズ(Clone) AnimatorState: 乳首サイズ_prevent_wait FloatAnimationCurve: rebased 乳首サイズ(Clone) AnimatorState: 乳首サイズ_prevented FloatAnimationCurve: rebased 乳首サイズ(Clone) RainCoatBikini_SELESTIA_white$$$AAO_AUTO_MERGE_SKINNED_MESH_1$22: UnityEngine.SkinnedMeshRenderer blendShape.AAO_Merged_12_Raincoat_big__Big breasts_14_RCB_bikini_big__Big breasts_0: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Layer 10: AlwaysOne, Override AnimatorLayer: AnimatorState: Breast size FloatAnimationCurve: rebased Breast size(Clone) blendShape.AAO_Merged_12_Raincoat_big__Small breasts_14_RCB_bikini_big__Small breasts_1: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Layer 10: AlwaysOne, Override AnimatorLayer: AnimatorState: Breast size FloatAnimationCurve: rebased Breast size(Clone) blendShape.AAO_Merged_14_RCB_bikini_big__Nipple_ON_2: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 30: AlwaysOne, Override AnimatorLayer: AnimatorState: 乳首サイズ FloatAnimationCurve: rebased 乳首サイズ(Clone) AnimatorState: 乳首サイズ_prevent FloatAnimationCurve: rebased 乳首サイズ(Clone) AnimatorState: 乳首サイズ_prevent_wait FloatAnimationCurve: rebased 乳首サイズ(Clone) AnimatorState: 乳首サイズ_prevented FloatAnimationCurve: rebased 乳首サイズ(Clone) Armature/Hips/Spine/Chest/Neck/Head/NadeNade_Head: UnityEngine.GameObject m_IsActive: Partially:Const:0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 21: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Head_toggle_OFF FloatAnimationCurve: NadeNade_Head_toggle Armature/Hips/Spine/Chest/Shoulder_L/UpperArm_L/NadeNade_UpperArm_L: UnityEngine.GameObject m_IsActive: Partially:Const:0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 22: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Arm_toggle_OFF FloatAnimationCurve: NadeNade_Arm_toggle Armature/Hips/Spine/Chest/Shoulder_R/UpperArm_R/NadeNade_UpperArm_R: UnityEngine.GameObject m_IsActive: Partially:Const:0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 22: AlwaysOne, Override AnimatorLayer: AnimatorState: NadeNade_Arm_toggle_OFF FloatAnimationCurve: NadeNade_Arm_toggle Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$Selestia_particle$1: UnityEngine.GameObject m_IsActive: Partially:Const:0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 23: AlwaysOne, Override AnimatorLayer: AnimatorState: Particle_OFF FloatAnimationCurve: rebased Particle Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0: UnityEngine.GameObject m_IsActive: Always:Const:0,1 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 28: AlwaysOne, Override AnimatorLayer: AnimatorState: Halo_idle FloatAnimationCurve: rebased Halo_inactive AnimatorState: Halo_inactive FloatAnimationCurve: rebased Halo_inactive AnimatorState: Halo_active FloatAnimationCurve: rebased Halo_active Layer 24: AlwaysOne, Override AnimatorLayer: AnimatorState: Halo_OFF FloatAnimationCurve: rebased Halo Armature/Hips/Spine/Chest/Breast_L: UnityEngine.Transform localEulerAnglesRaw.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) localEulerAnglesRaw.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) localEulerAnglesRaw.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalPosition.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_L: Variable(VRCPhysBone): Breast_L m_LocalPosition.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_L: Variable(VRCPhysBone): Breast_L m_LocalPosition.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_L: Variable(VRCPhysBone): Breast_L m_LocalScale.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalRotation.x: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.y: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.z: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.w: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L Armature/Hips/Spine/Chest/Breast_R: UnityEngine.Transform localEulerAnglesRaw.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) localEulerAnglesRaw.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) localEulerAnglesRaw.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalPosition.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_R: Variable(VRCPhysBone): Breast_R m_LocalPosition.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_R: Variable(VRCPhysBone): Breast_R m_LocalPosition.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_R: Variable(VRCPhysBone): Breast_R m_LocalScale.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalRotation.x: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.y: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.z: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.w: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R Armature/Hips/Spine/Chest/Breast_L/Breast_L.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_L: Variable(VRCPhysBone): Breast_L m_LocalPosition.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_L: Variable(VRCPhysBone): Breast_L m_LocalPosition.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_L: Variable(VRCPhysBone): Breast_L m_LocalScale.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalRotation.x: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.y: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.z: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.w: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L Armature/Hips/Spine/Chest/Breast_R/Breast_R.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_R: Variable(VRCPhysBone): Breast_R m_LocalPosition.y: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_R: Variable(VRCPhysBone): Breast_R m_LocalPosition.z: Partially:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) Breast_R: Variable(VRCPhysBone): Breast_R m_LocalScale.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalScale.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 29: AlwaysOne, Override AnimatorLayer: AnimatorState: 胸サイズ FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevent_wait FloatAnimationCurve: rebased 胸サイズ(Clone) AnimatorState: 胸サイズ_prevented FloatAnimationCurve: rebased 胸サイズ(Clone) m_LocalRotation.x: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.y: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.z: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.w: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R Armature/Hips/Butt_R: UnityEngine.Transform localEulerAnglesRaw.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ localEulerAnglesRaw.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ localEulerAnglesRaw.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalScale.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalScale.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalScale.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalPosition.x: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalPosition.y: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalPosition.z: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.x: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.y: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.z: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.w: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R Armature/Hips/Butt_L: UnityEngine.Transform localEulerAnglesRaw.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ localEulerAnglesRaw.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ localEulerAnglesRaw.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalScale.x: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalScale.y: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalScale.z: Always:Variable Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 31: AlwaysOne, Override AnimatorLayer: AnimatorState: 尻サイズ FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevent_wait FloatAnimationCurve: 尻サイズ AnimatorState: 尻サイズ_prevented FloatAnimationCurve: 尻サイズ m_LocalPosition.x: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalPosition.y: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalPosition.z: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.x: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.y: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.z: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.w: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L RainCoatBikini_SELESTIA_white$$$AAO_AUTO_MERGE_SKINNED_MESH_1$22: UnityEngine.GameObject m_IsActive: Always:Const:1,0 Root: メガフォン_レインコートビキニ: Animator: メガフォン_レインコートビキニ Layer 6: AlwaysOne, Override AnimatorController: Layer 44: AlwaysOne, Override AnimatorLayer: AnimatorState: RaincoatSize_idle FloatAnimationCurve: rebased RaincoatSize_0 AnimatorState: RaincoatSize_0 FloatAnimationCurve: rebased RaincoatSize_0 AnimatorState: RaincoatSize_1 FloatAnimationCurve: rebased RaincoatSize_1 AnimatorState: RaincoatSize_2 FloatAnimationCurve: rebased RaincoatSize_2 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_main_rhombus: UnityEngine.Transform localEulerAnglesRaw.x: Partially:Const:-89.98 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.y: Partially:Variable Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.z: Partially:Const:0 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_main_rhombus_sub: UnityEngine.Transform localEulerAnglesRaw.x: Partially:Const:-89.98 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.y: Partially:Variable Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.z: Partially:Const:0 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_main_sphere: UnityEngine.Transform localEulerAnglesRaw.x: Partially:Const:-89.98 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.y: Partially:Variable Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.z: Partially:Const:0 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_main_ring: UnityEngine.Transform localEulerAnglesRaw.x: Partially:Const:-89.98 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.y: Partially:Variable Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo localEulerAnglesRaw.z: Partially:Const:0 Root: SELESTIA_halo: Animator: SELESTIA_halo Layer 0: AlwaysOne, Override AnimatorController: Layer 1: AlwaysOne, Override AnimatorLayer: AnimatorState: SELESTIA_halo FloatAnimationCurve: SELESTIA_halo m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Butt_L/Butt_L_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalPosition.y: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalPosition.z: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.x: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.y: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.z: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L m_LocalRotation.w: Partially:Variable Root: Butt_L: Variable(VRCPhysBone): Butt_L Armature/Hips/Butt_R/Butt_R_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalPosition.y: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalPosition.z: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.x: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.y: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.z: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R m_LocalRotation.w: Partially:Variable Root: Butt_R: Variable(VRCPhysBone): Butt_R Armature/Hips/Spine/Chest/Breast_L/Breast_L.001/Breast_L.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalPosition.y: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalPosition.z: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.x: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.y: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.z: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L m_LocalRotation.w: Partially:Variable Root: Breast_L: Variable(VRCPhysBone): Breast_L Armature/Hips/Spine/Chest/Breast_R/Breast_R.001/Breast_R.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalPosition.y: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalPosition.z: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.x: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.y: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.z: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R m_LocalRotation.w: Partially:Variable Root: Breast_R: Variable(VRCPhysBone): Breast_R Armature/Hips/Spine/Chest/Neck/Head/Cheek_root_L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalPosition.y: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalPosition.z: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.x: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.y: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.z: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.w: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L Armature/Hips/Spine/Chest/Neck/Head/Cheek_root_L/Cheek_L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalPosition.y: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalPosition.z: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.x: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.y: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.z: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.w: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L Armature/Hips/Spine/Chest/Neck/Head/Cheek_root_L/Cheek_L/Cheek_L_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalPosition.y: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalPosition.z: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.x: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.y: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.z: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L m_LocalRotation.w: Partially:Variable Root: Cheek_root_L: Variable(VRCPhysBone): Cheek_root_L Armature/Hips/Spine/Chest/Neck/Head/Cheek_root_R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalPosition.y: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalPosition.z: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.x: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.y: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.z: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.w: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R Armature/Hips/Spine/Chest/Neck/Head/Cheek_root_R/Cheek_R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalPosition.y: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalPosition.z: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.x: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.y: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.z: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.w: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R Armature/Hips/Spine/Chest/Neck/Head/Cheek_root_R/Cheek_R/Cheek_R_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalPosition.y: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalPosition.z: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.x: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.y: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.z: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R m_LocalRotation.w: Partially:Variable Root: Cheek_root_R: Variable(VRCPhysBone): Cheek_root_R Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_main: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_sub1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_sub2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/Neck/Head/Selestia_Head_function$SELESTIA_halo_root$0/SELESTIA_halo/Halo_main/Halo_particle: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalPosition.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.x: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.y: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.z: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 m_LocalRotation.w: Partially:Variable Root: Selestia_Head_function$SELESTIA_halo_root$0: Variable(VRCPhysBone): Selestia_Head_function$SELESTIA_halo_root$0 Armature/Hips/Spine/Chest/RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.w: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d Armature/Hips/Spine/Chest/RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d/RCB_necklace.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.w: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d Armature/Hips/Spine/Chest/RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d/RCB_necklace.001/RCB_necklace.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.w: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d Armature/Hips/Spine/Chest/RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d/RCB_necklace.001/RCB_necklace.002/RCB_necklace.003: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalPosition.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.x: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.y: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.z: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d m_LocalRotation.w: Partially:Variable Root: RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d: Variable(VRCPhysBone): RCB_necklace$6c15a80a-3810-4c26-92c8-f0edd6a81c1d Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.L/RCB_neckstring.002.L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.R/RCB_neckstring.002.R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.L/RCB_neckstring.002.L/RCB_neckstring.003.L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.R/RCB_neckstring.002.R/RCB_neckstring.003.R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.L/RCB_neckstring.002.L/RCB_neckstring.003.L/RCB_neckstring.004.L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.R/RCB_neckstring.002.R/RCB_neckstring.003.R/RCB_neckstring.004.R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.L/RCB_neckstring.002.L/RCB_neckstring.003.L/RCB_neckstring.004.L/RCB_neckstring.005.L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Spine/Chest/RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e/RCB_neckstring.001.R/RCB_neckstring.002.R/RCB_neckstring.003.R/RCB_neckstring.004.R/RCB_neckstring.005.R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalPosition.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.x: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.y: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.z: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e m_LocalRotation.w: Partially:Variable Root: RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e: Variable(VRCPhysBone): RCB_neckstring$c3ab7409-3953-4766-8bb2-06daab73147e Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002/Tail.003: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002/Tail.003/Tail.004: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002/Tail.003/Tail.004/Tail.005: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002/Tail.003/Tail.004/Tail.005/Tail.006: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002/Tail.003/Tail.004/Tail.005/Tail.006/Tail.007: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Tail$934b4b66-8215-48d5-a773-6f2eb667e086/Tail.001/Tail.002/Tail.003/Tail.004/Tail.005/Tail.006/Tail.007/Tail.007_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Tail$2: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Tail$2 Armature/Hips/Spine/Chest/Neck/Head/Ear_L$f64d0e8e-f8d6-4d30-99fe-d2360fc80288: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 Armature/Hips/Spine/Chest/Neck/Head/Ear_L$f64d0e8e-f8d6-4d30-99fe-d2360fc80288/Ear_L.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 Armature/Hips/Spine/Chest/Neck/Head/Ear_L$f64d0e8e-f8d6-4d30-99fe-d2360fc80288/Ear_L.001/Ear_L.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 Armature/Hips/Spine/Chest/Neck/Head/Ear_L$f64d0e8e-f8d6-4d30-99fe-d2360fc80288/Ear_L.001/Ear_L.002/Ear_L.002_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_L$3 Armature/Hips/Spine/Chest/Neck/Head/Ear_R$505e28a3-dd40-4a81-b86a-5839ec045f6e: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 Armature/Hips/Spine/Chest/Neck/Head/Ear_R$505e28a3-dd40-4a81-b86a-5839ec045f6e/Ear_R.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 Armature/Hips/Spine/Chest/Neck/Head/Ear_R$505e28a3-dd40-4a81-b86a-5839ec045f6e/Ear_R.001/Ear_R.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 Armature/Hips/Spine/Chest/Neck/Head/Ear_R$505e28a3-dd40-4a81-b86a-5839ec045f6e/Ear_R.001/Ear_R.002/Ear_R.002_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Ear_R$4 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Ahoge: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Ahoge/Ahoge.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Ahoge/Ahoge.001/Ahoge.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Ahoge/Ahoge.001/Ahoge.002/Ahoge.003: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Ahoge/Ahoge.001/Ahoge.002/Ahoge.003/Ahoge.003_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Ahoge$5 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_0: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_3: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_L1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_L2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_R1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_R2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_0/Hair_front_0_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_3/Hair_front_3_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_L1/Hair_front_L1_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_L2/Hair_front_L2_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_R1/Hair_front_R1_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_front_Root/Hair_front_R2/Hair_front_R2_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_front_Root$6 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_hane_L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_hane_L/Hair_hane_L_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_L$7 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_hane_R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_hane_R/Hair_hane_R_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_hane_R$8 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L3: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L4: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L1/Hair_Ribbon_L1_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L2/Hair_Ribbon_L2_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L3/Hair_Ribbon_L3.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L4/Hair_Ribbon_L4.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L3/Hair_Ribbon_L3.001/Hair_Ribbon_L3.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_L_Root/Hair_Ribbon_L4/Hair_Ribbon_L4.001/Hair_Ribbon_L4.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_L_Root$9 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R3: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R4: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R1/Hair_Ribbon_R1_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R2/Hair_Ribbon_R2_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R3/Hair_Ribbon_R3.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R4/Hair_Ribbon_R4.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R3/Hair_Ribbon_R3.001/Hair_Ribbon_R3.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_Ribbon_R_Root/Hair_Ribbon_R4/Hair_Ribbon_R4.001/Hair_Ribbon_R4.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_Ribbon_R_Root$10 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L3: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L1/Hair_side_L1_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L2/Hair_side_L2.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L3/Hair_side_L3_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_L_Root/Hair_side_L2/Hair_side_L2.001/Hair_side_L2.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_L_Root$11 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R1: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R2: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R3: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R1/Hair_side_R1_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R2/Hair_side_R2.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R3/Hair_side_R3_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_side_R_Root/Hair_side_R2/Hair_side_R2.001/Hair_side_R2.001_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_side_R_Root$12 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003/Hair_tail_L.004: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003/Hair_tail_L.004/Hair_tail_L.005: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003/Hair_tail_L.004/Hair_tail_L.005/Hair_tail_L.006: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003/Hair_tail_L.004/Hair_tail_L.005/Hair_tail_L.006/Hair_tail_L.007: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003/Hair_tail_L.004/Hair_tail_L.005/Hair_tail_L.006/Hair_tail_L.007/Hair_tail_L.008: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_L/Hair_tail_L.001/Hair_tail_L.002/Hair_tail_L.003/Hair_tail_L.004/Hair_tail_L.005/Hair_tail_L.006/Hair_tail_L.007/Hair_tail_L.008/Hair_tail_L.008_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_L$13 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003/Hair_tail_R.004: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003/Hair_tail_R.004/Hair_tail_R.005: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003/Hair_tail_R.004/Hair_tail_R.005/Hair_tail_R.006: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003/Hair_tail_R.004/Hair_tail_R.005/Hair_tail_R.006/Hair_tail_R.007: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003/Hair_tail_R.004/Hair_tail_R.005/Hair_tail_R.006/Hair_tail_R.007/Hair_tail_R.008: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 Armature/Hips/Spine/Chest/Neck/Head/Hair_Root$2acfec4f-a10e-43be-828b-9be726981fe7/Hair_tail_R/Hair_tail_R.001/Hair_tail_R.002/Hair_tail_R.003/Hair_tail_R.004/Hair_tail_R.005/Hair_tail_R.006/Hair_tail_R.007/Hair_tail_R.008/Hair_tail_R.008_end: UnityEngine.Transform m_LocalPosition.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalPosition.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.x: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.y: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.z: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14 m_LocalRotation.w: Partially:Variable Root: Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14: Variable(VRCPhysBone): Chiffon_kisekae$AvatarDynamics$PB$Hair$Hair_tail_R$14