def punchingSetup(origSkelName, skeletonName, baseJoint, prefix, statePreFix):
	blendManager = scene.getBlendManager()

	blendPunching = blendManager.createMotionBlendBase(prefix + "Punch", skeletonName, 3)
	blendPunching.setBlendSkeleton(skeletonName)

	originalMotions = StringVec()
	originalMotions.append("ChrGarza@IdleFight01_PunchForwardFloor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchForwardMediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90MediumNear01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45MediumNear01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90MediumNear01")
	
	motions = StringVec()
	assetManager = scene.getAssetManager()
	for i in range(0, len(originalMotions)):
		motions.append(prefix + originalMotions[i])
		sbMotion = assetManager.getMotion(originalMotions[i])
		if sbMotion != None:
			sbMotion.setMotionSkeletonName(origSkelName)
	
	para = DoubleVec();
	for i in range(0,3):
		para.append(0)
	para.append(0)
	for i in range(0, len(motions)):
		blendPunching.addMotion(motions[i], para)		
		
	points0 = DoubleVec()
	points0.append(0) # ChrGarza@IdleFight01_PunchForwardFloor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchForwardMediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90MediumNear01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45MediumNear01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90MediumNear01 0
	blendPunching.addCorrespondencePoints(motions, points0)
	points1 = DoubleVec()
	points1.append(2.08) # ChrGarza@IdleFight01_PunchForwardFloor01 1
	points1.append(2.08317) # ChrGarza@IdleFight01_PunchForwardMediumFar01 1
	points1.append(1.87417) # ChrGarza@IdleFight01_PunchLeft45Floor01 1
	points1.append(2.31) # ChrGarza@IdleFight01_PunchLeft45High01 1
	points1.append(2.28583) # ChrGarza@IdleFight01_PunchLeft45Low01 1
	points1.append(1.95459) # ChrGarza@IdleFight01_PunchLeft45MediumFar01 1
	points1.append(1.90083) # ChrGarza@IdleFight01_PunchLeft90Floor01 1
	points1.append(1.63335) # ChrGarza@IdleFight01_PunchLeft90High01 1
	points1.append(2.12) # ChrGarza@IdleFight01_PunchLeft90Low01 1
	points1.append(1.72417) # ChrGarza@IdleFight01_PunchLeft90MediumFar01 1
	points1.append(1.48752) # ChrGarza@IdleFight01_PunchLeft90MediumNear01 1
	points1.append(2.93206) # ChrGarza@IdleFight01_PunchRight45Floor01 1
	points1.append(1.97917) # ChrGarza@IdleFight01_PunchRight45High01 1
	points1.append(2.33541) # ChrGarza@IdleFight01_PunchRight45Low01 1
	points1.append(2.03417) # ChrGarza@IdleFight01_PunchRight45MediumFar01 1
	points1.append(2.26) # ChrGarza@IdleFight01_PunchRight45MediumNear01 1
	points1.append(2.74583) # ChrGarza@IdleFight01_PunchRight90Floor01 1
	points1.append(2.385) # ChrGarza@IdleFight01_PunchRight90High01 1
	points1.append(2.28) # ChrGarza@IdleFight01_PunchRight90Low01 1
	points1.append(2.41083) # ChrGarza@IdleFight01_PunchRight90MediumFar01 1
	points1.append(1.88917) # ChrGarza@IdleFight01_PunchRight90MediumNear01 1
	blendPunching.addCorrespondencePoints(motions, points1)
	points2 = DoubleVec()
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchForwardFloor01 2
	points2.append(3.7) # ChrGarza@IdleFight01_PunchForwardMediumFar01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchLeft45Floor01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchLeft45High01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchLeft45Low01 2
	points2.append(3.46667) # ChrGarza@IdleFight01_PunchLeft45MediumFar01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchLeft90Floor01 2
	points2.append(2.96667) # ChrGarza@IdleFight01_PunchLeft90High01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchLeft90Low01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchLeft90MediumFar01 2
	points2.append(2.63333) # ChrGarza@IdleFight01_PunchLeft90MediumNear01 2
	points2.append(4.46667) # ChrGarza@IdleFight01_PunchRight45Floor01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchRight45High01 2
	points2.append(3.8) # ChrGarza@IdleFight01_PunchRight45Low01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchRight45MediumFar01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchRight45MediumNear01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchRight90Floor01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchRight90High01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchRight90Low01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchRight90MediumFar01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchRight90MediumNear01 2
	blendPunching.addCorrespondencePoints(motions, points2)
	#for i in range(0, len(motions)):
	#	state.addMotion(motions[i], paramsX[i], paramsY[i], paramsZ[i])
	
		
	blendPunching.buildBlendBase("reach", "RBF", True);
	
	


f5a1451bd0360cc383f4442b12951932cfef261e
<mask token>

def punchingSetup(origSkelName, skeletonName, baseJoint, prefix, statePreFix):
    blendManager = scene.getBlendManager()
    blendPunching = blendManager.createMotionBlendBase(prefix + 'Punch',
        skeletonName, 3)
    blendPunching.setBlendSkeleton(skeletonName)
    originalMotions = StringVec()
    originalMotions.append('ChrGarza@IdleFight01_PunchForwardFloor01')
    originalMotions.append('ChrGarza@IdleFight01_PunchForwardMediumFar01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft45Floor01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft45High01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft45Low01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft45MediumFar01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft90Floor01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft90High01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft90Low01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft90MediumFar01')
    originalMotions.append('ChrGarza@IdleFight01_PunchLeft90MediumNear01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight45Floor01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight45High01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight45Low01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight45MediumFar01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight45MediumNear01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight90Floor01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight90High01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight90Low01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight90MediumFar01')
    originalMotions.append('ChrGarza@IdleFight01_PunchRight90MediumNear01')
    motions = StringVec()
    assetManager = scene.getAssetManager()
    for i in range(0, len(originalMotions)):
        motions.append(prefix + originalMotions[i])
        sbMotion = assetManager.getMotion(originalMotions[i])
        if sbMotion != None:
            sbMotion.setMotionSkeletonName(origSkelName)
    para = DoubleVec()
    for i in range(0, 3):
        para.append(0)
    para.append(0)
    for i in range(0, len(motions)):
        blendPunching.addMotion(motions[i], para)
    points0 = DoubleVec()
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    points0.append(0)
    blendPunching.addCorrespondencePoints(motions, points0)
    points1 = DoubleVec()
    points1.append(2.08)
    points1.append(2.08317)
    points1.append(1.87417)
    points1.append(2.31)
    points1.append(2.28583)
    points1.append(1.95459)
    points1.append(1.90083)
    points1.append(1.63335)
    points1.append(2.12)
    points1.append(1.72417)
    points1.append(1.48752)
    points1.append(2.93206)
    points1.append(1.97917)
    points1.append(2.33541)
    points1.append(2.03417)
    points1.append(2.26)
    points1.append(2.74583)
    points1.append(2.385)
    points1.append(2.28)
    points1.append(2.41083)
    points1.append(1.88917)
    blendPunching.addCorrespondencePoints(motions, points1)
    points2 = DoubleVec()
    points2.append(3.63333)
    points2.append(3.7)
    points2.append(3.3)
    points2.append(3.63333)
    points2.append(3.96667)
    points2.append(3.46667)
    points2.append(3.96667)
    points2.append(2.96667)
    points2.append(3.63333)
    points2.append(3.3)
    points2.append(2.63333)
    points2.append(4.46667)
    points2.append(3.3)
    points2.append(3.8)
    points2.append(3.3)
    points2.append(3.63333)
    points2.append(3.96667)
    points2.append(3.63333)
    points2.append(3.63333)
    points2.append(3.96667)
    points2.append(3.3)
    blendPunching.addCorrespondencePoints(motions, points2)
    blendPunching.buildBlendBase('reach', 'RBF', True)

def punchingSetup(origSkelName, skeletonName, baseJoint, prefix, statePreFix):
	blendManager = scene.getBlendManager()

	blendPunching = blendManager.createMotionBlendBase(prefix + "Punch", skeletonName, 3)
	blendPunching.setBlendSkeleton(skeletonName)

	originalMotions = StringVec()
	originalMotions.append("ChrGarza@IdleFight01_PunchForwardFloor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchForwardMediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft45MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchLeft90MediumNear01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight45MediumNear01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90Floor01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90High01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90Low01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90MediumFar01")
	originalMotions.append("ChrGarza@IdleFight01_PunchRight90MediumNear01")
	
	motions = StringVec()
	assetManager = scene.getAssetManager()
	for i in range(0, len(originalMotions)):
		motions.append(prefix + originalMotions[i])
		sbMotion = assetManager.getMotion(originalMotions[i])
		if sbMotion != None:
			sbMotion.setMotionSkeletonName(origSkelName)
	
	para = DoubleVec();
	for i in range(0,3):
		para.append(0)
	para.append(0)
	for i in range(0, len(motions)):
		blendPunching.addMotion(motions[i], para)		
		
	points0 = DoubleVec()
	points0.append(0) # ChrGarza@IdleFight01_PunchForwardFloor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchForwardMediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft45MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchLeft90MediumNear01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight45MediumNear01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90Floor01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90High01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90Low01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90MediumFar01 0
	points0.append(0) # ChrGarza@IdleFight01_PunchRight90MediumNear01 0
	blendPunching.addCorrespondencePoints(motions, points0)
	points1 = DoubleVec()
	points1.append(2.08) # ChrGarza@IdleFight01_PunchForwardFloor01 1
	points1.append(2.08317) # ChrGarza@IdleFight01_PunchForwardMediumFar01 1
	points1.append(1.87417) # ChrGarza@IdleFight01_PunchLeft45Floor01 1
	points1.append(2.31) # ChrGarza@IdleFight01_PunchLeft45High01 1
	points1.append(2.28583) # ChrGarza@IdleFight01_PunchLeft45Low01 1
	points1.append(1.95459) # ChrGarza@IdleFight01_PunchLeft45MediumFar01 1
	points1.append(1.90083) # ChrGarza@IdleFight01_PunchLeft90Floor01 1
	points1.append(1.63335) # ChrGarza@IdleFight01_PunchLeft90High01 1
	points1.append(2.12) # ChrGarza@IdleFight01_PunchLeft90Low01 1
	points1.append(1.72417) # ChrGarza@IdleFight01_PunchLeft90MediumFar01 1
	points1.append(1.48752) # ChrGarza@IdleFight01_PunchLeft90MediumNear01 1
	points1.append(2.93206) # ChrGarza@IdleFight01_PunchRight45Floor01 1
	points1.append(1.97917) # ChrGarza@IdleFight01_PunchRight45High01 1
	points1.append(2.33541) # ChrGarza@IdleFight01_PunchRight45Low01 1
	points1.append(2.03417) # ChrGarza@IdleFight01_PunchRight45MediumFar01 1
	points1.append(2.26) # ChrGarza@IdleFight01_PunchRight45MediumNear01 1
	points1.append(2.74583) # ChrGarza@IdleFight01_PunchRight90Floor01 1
	points1.append(2.385) # ChrGarza@IdleFight01_PunchRight90High01 1
	points1.append(2.28) # ChrGarza@IdleFight01_PunchRight90Low01 1
	points1.append(2.41083) # ChrGarza@IdleFight01_PunchRight90MediumFar01 1
	points1.append(1.88917) # ChrGarza@IdleFight01_PunchRight90MediumNear01 1
	blendPunching.addCorrespondencePoints(motions, points1)
	points2 = DoubleVec()
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchForwardFloor01 2
	points2.append(3.7) # ChrGarza@IdleFight01_PunchForwardMediumFar01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchLeft45Floor01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchLeft45High01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchLeft45Low01 2
	points2.append(3.46667) # ChrGarza@IdleFight01_PunchLeft45MediumFar01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchLeft90Floor01 2
	points2.append(2.96667) # ChrGarza@IdleFight01_PunchLeft90High01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchLeft90Low01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchLeft90MediumFar01 2
	points2.append(2.63333) # ChrGarza@IdleFight01_PunchLeft90MediumNear01 2
	points2.append(4.46667) # ChrGarza@IdleFight01_PunchRight45Floor01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchRight45High01 2
	points2.append(3.8) # ChrGarza@IdleFight01_PunchRight45Low01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchRight45MediumFar01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchRight45MediumNear01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchRight90Floor01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchRight90High01 2
	points2.append(3.63333) # ChrGarza@IdleFight01_PunchRight90Low01 2
	points2.append(3.96667) # ChrGarza@IdleFight01_PunchRight90MediumFar01 2
	points2.append(3.3) # ChrGarza@IdleFight01_PunchRight90MediumNear01 2
	blendPunching.addCorrespondencePoints(motions, points2)
	#for i in range(0, len(motions)):
	#	state.addMotion(motions[i], paramsX[i], paramsY[i], paramsZ[i])
	
		
	blendPunching.buildBlendBase("reach", "RBF", True);
	
	

