Body1_v
=======
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)

  Animation:
    00: (160, 0, 0)
    15: (150, 150, 0)
    30: (0, 180, 0)
    45: (10, 150, 150)
    60: (20, 20, 200)
    75: (110, 10, 110)
    90: (160, 0, 0)



Cap_v
=====
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



EyeLid_v
========
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



EyeballL_v
==========
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



EyeballR_v
==========
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Face_v
======
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Hair_v
======
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Hand_v
======
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)



Hand_v(2)
=========
  Textures:
    - IndDummy
    - MutekiKankyo2

  Ambient Colors:
    - 50, 50, 50, 50

  Material Colors:
    - 106, 106, 106, 255
    - 106, 106, 106, 255

  Color Registers:
    - 160, 0, 0, 255
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (160, 0, 0)), then add (160, 0, 0)
         A = ((tex #1 A) * (vertex A))
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = (vertex A)
