
entity = {
	name = "portrait_avian_01_entity"
	pdxmesh = "portrait_avian_01_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 2.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.1
}

entity = {
	name = "portrait_avian_01_presapient_entity"
	pdxmesh = "portrait_avian_01_presapient_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 2.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.1
}


entity = {
	name = "portrait_avian_02_entity"
	pdxmesh = "portrait_avian_02_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.2
}


entity = {
	name = "portrait_avian_03_entity"
	pdxmesh = "portrait_avian_03_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	scale = 1.0
}


entity = {
	name = "portrait_avian_04_entity"
	pdxmesh = "portrait_avian_04_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.2
}


entity = {
	name = "portrait_avian_05_entity"
	pdxmesh = "portrait_avian_05_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	scale = 1.1
}






entity = {
	name = "portrait_avian_06_entity"
	pdxmesh = "portrait_avian_06_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.05
}


entity = {
	name = "portrait_avian_07_entity"
	pdxmesh = "portrait_avian_07_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.03
}





entity = {
	name = "portrait_avian_08_entity"
	pdxmesh = "portrait_avian_08_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.05
}



entity = {
	name = "portrait_avian_09_entity"
	pdxmesh = "portrait_avian_09_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 5.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 3.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.05
}

entity = {
	name = "portrait_avian_10_entity"
	pdxmesh = "portrait_avian_10_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	
	state = { name = "sad"       animation = "sad"    animation_blend_time = 0 chance = 4.0 looping = no next_state = sad}
	state = { name = "sad"       animation = "sad2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = sad}
	scale = 1.12
}




entity = {
	name = "portrait_avian_11_entity"
	pdxmesh = "portrait_avian_11_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	
	scale = 1.0
}

entity = {
	name = "portrait_avian_12_entity"
	pdxmesh = "portrait_avian_12_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 0.95
}

entity = {
	name = "portrait_avian_12_presapient_entity"
	pdxmesh = "portrait_avian_12_presapient_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle5"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 0.95
}

entity = {
	name = "portrait_avian_13_entity"
	pdxmesh = "portrait_avian_13_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}

	scale = 1.0
}

entity = {
	name = "portrait_avian_14_entity"
	pdxmesh = "portrait_avian_14_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}

	scale = 1
}

entity = {
	name = "portrait_avian_15_entity"
	pdxmesh = "portrait_avian_15_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 4.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}

	scale = 1
}

entity = {
	name = "portrait_avian_16_entity"
	pdxmesh = "portrait_avian_16_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 2.0 looping = no next_state = idle}	
	scale = 1
}

entity = {
	name = "portrait_avian_17_entity"
	pdxmesh = "portrait_avian_17_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 6.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 1
}

entity = {
	name = "portrait_avian_18_entity"
	pdxmesh = "portrait_avian_18_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 6.0 looping = no next_state = idle}	
	scale = 1
}

entity = {
	name = "portrait_avian_aku_entity"
	pdxmesh = "portrait_avian_17_mesh"
	
	default_state = "idle"
	state = { name = "idle"       animation = "idle"    animation_blend_time = 0 chance = 6.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle2"    animation_blend_time = 0 chance = 3.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle3"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}
	state = { name = "idle"       animation = "idle4"    animation_blend_time = 0 chance = 1.0 looping = no next_state = idle}	
	scale = 1
}
