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component: {fileID: 1540736803} - component: {fileID: 1540736802} - component: {fileID: 1540736804} m_Layer: 0 m_Name: _READ ME! m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!114 &1540736802 MonoBehaviour: m_ObjectHideFlags: 0 m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_GameObject: {fileID: 1540736801} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 92471cc1733c49042be56cd39b4b6e5e, type: 3} m_Name: m_EditorClassIdentifier: text: 'The behaviour controlling the puppet is the BehaviourPuppet.cs. It will listen to the collisions broadcasted by the MuscleCollisionBroadcasters on the muscles of the puppet and release the pins of the colliding (and parent and child) muscles. This will loosen the character. If the muscles get too far from their animated targets, the character will loose balance. If not, the pins will be retightened. If the character looses balance, a falling animation will be played (called by the "On Loose Balance" PuppetEvent). Getting up automatically from prone and supine poses is also supported by the BehaviourPuppet, calling the respective animations via PuppetEvents. 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