' Format:	<type> -<option,option,...> <AnimEvent> <Animation File> [<AnimObject CK> ...]
'		type: 	b (basic)
'				o (animated object animation, 1 or more AnimObjects)
'				s (sequenced animation (SA), 1st animation)
'				S (sequenced animation (SA) optimized, 1st animation)
'				+ (sequenced animation (SA), 2nd to last animation)
'		option: a (acyclic) 					default: cyclic
'				h (headtracking remains) 		default: headtracking off
'               Tn (transition "Next Clip")		prevent pose change after acyclic animation - default: "IdleForceDefaultState"
'				B<n.m> (blend time n.m sec)		default: 0.6 sec
'				k (known animation)				animation is part of vanilla or another mod (no need to make a physical copy)
'				o (only type "s" or "+")		this part of a an SA uses the following AnimObject(s))
'
'		<Animation File> relative to Animations\<mod name>. With -k option use "..\<original_mod>\<file_name>"
'
'		A Sequenced Animation (SA) is a sequence of individually parametrized animations. 
'		Acyclic SA animations automatically transition into the next animation. To leave a cyclic animation you need to call
'		SendAnimEvent() to the next or any other AnimEvent in the SA. The last SA animation should to by acyclic (-a).
'		After the last animation "<last_event_name>_DONE" is sent, which can be caught by RegisterForAnimationEvent()/OnAnimationEvent().
'		Optimized SA ("S") will reduce some or all Unequip events between 2 animations with AnimObjects. These Unequip events can cause
'		flicker effects (depending on AnimObjects). However, jumps between 2 animations in OSA only work properly, if start anim and the 
'		anim BEFORE the target anim have the same AnimObjects and Headtracking options. 
'		(e.g. jump from anim 5 to anim 3 (three): then anim 5 and anim 2 (TWO!) must have the same AnimObjects and Headtracking options)

' Examples:
' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx
' o -h MyAnimEvent2 AnimationWithAO.hkx MyAnimObject01 MyAnimObject02
' s -a SA1entry SAanim1.hkx  
' + -h,o,k SA1loop ..\OtherMod\OtherModAnim.hkx MYAnimObject03
' + -a SA1exit SAanim3.hkx

' AnimEvents and Animation File names have to be unique through all mods (even for files in different folders)
' so it's a good idea use mod specific abbreviations for all your names

' FNISBase: animation names for common use
' c1-c20 a1-a20 o1-o9 b1-b9
b zFNISc001 FNISc001.hkx
b zFNISc002 FNISc002.hkx
b zFNISc003 FNISc003.hkx
b zFNISc004 FNISc004.hkx
b zFNISc005 FNISc005.hkx
b zFNISc006 FNISc006.hkx
b zFNISc007 FNISc007.hkx
b zFNISc008 FNISc008.hkx
b zFNISc009 FNISc009.hkx
b zFNISc010 FNISc010.hkx
b zFNISc011 FNISc011.hkx
b zFNISc012 FNISc012.hkx
b zFNISc013 FNISc013.hkx
b zFNISc014 FNISc014.hkx
b zFNISc015 FNISc015.hkx
b zFNISc016 FNISc016.hkx
b zFNISc017 FNISc017.hkx
b zFNISc018 FNISc018.hkx
b zFNISc019 FNISc019.hkx
b zFNISc020 FNISc020.hkx

b -a zFNISa001 FNISa001.hkx
b -a zFNISa002 FNISa002.hkx
b -a zFNISa003 FNISa003.hkx
b -a zFNISa004 FNISa004.hkx
b -a zFNISa005 FNISa005.hkx
b -a zFNISa006 FNISa006.hkx
b -a zFNISa007 FNISa007.hkx
b -a zFNISa008 FNISa008.hkx
b -a zFNISa009 FNISa009.hkx

o zFNISo001 FNISo001.hkx AnimObjectFNISo001
o zFNISo002 FNISo002.hkx AnimObjectFNISo002
o zFNISo003 FNISo003.hkx AnimObjectFNISo003
o zFNISo004 FNISo004.hkx AnimObjectFNISo004
o zFNISo005 FNISo005.hkx AnimObjectFNISo005
o zFNISo006 FNISo006.hkx AnimObjectFNISo006
o zFNISo007 FNISo007.hkx AnimObjectFNISo007
o zFNISo008 FNISo008.hkx AnimObjectFNISo008
o zFNISo009 FNISo009.hkx AnimObjectFNISo009

o -a zFNISb001 FNISb001.hkx AnimObjectFNISb001
o -a zFNISb002 FNISb002.hkx AnimObjectFNISb002
o -a zFNISb003 FNISb003.hkx AnimObjectFNISb003
o -a zFNISb004 FNISb004.hkx AnimObjectFNISb004
o -a zFNISb005 FNISb005.hkx AnimObjectFNISb005
o -a zFNISb006 FNISb006.hkx AnimObjectFNISb006
o -a zFNISb007 FNISb007.hkx AnimObjectFNISb007
o -a zFNISb008 FNISb008.hkx AnimObjectFNISb008
o -a zFNISb009 FNISb009.hkx AnimObjectFNISb009
