Body1_v
=======
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



Cap_v
=====
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



EyeLid_v
========
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



EyeballL_v
==========
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



EyeballR_v
==========
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



Face_v
======
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



Hair_v
======
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



Hand_v
======
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4



Hand_v(2)
=========
  Textures:
    - BackG
        Offset: -0.36656349897384644, 0
        Scale: 2.238610029220581, 2.238610029220581
    - Noizu
        Scale: 10, 10
    - BackGStar
        Offset: 0.17054295539855957, 0
        Scale: 6.967824459075928, 6.967824459075928

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 255, 255, 255, 9

  Color Registers:
    - 0, 0, 0, -60
    - 255, 255, 255, 117

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from (tex #2 A) to 32 using (vertex A)), then add -60, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = 255
    3: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (prev. A)
    4: RGB = ((117, 117, 117) * (tex #3 RGB)), then add (prev. RGB)
         A = 255, multiply by 4
