Exporting...
[Eyes-mat]
        shading: LAMBERT COOKTORR
        texture: 1 domain, UV coords, FLAT mapping
                image:  //upBodyC.tga
[Jacket-mat]
        shading: LAMBERT COOKTORR
        texture: 1 domain, UV coords, FLAT mapping
                image:  //jacket.tga
[Legs-mat]
        shading: LAMBERT COOKTORR
        texture: 1 domain, UV coords, FLAT mapping
                image:  //pants.tga
[Skin-mat]
        shading: LAMBERT COOKTORR
        texture: 1 domain, UV coords, FLAT mapping
                image:  //head.tga
LAMP Lamp.002 None
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        (i) POINT type, 30.0 distance
        (i) spherical limit
        falloff: INVERSE_SQUARE, 0.0000 q1, 0.0011 q2
LAMP Lamp.001 None
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        (i) POINT type, 30.0 distance
        (i) spherical limit
        falloff: INVERSE_SQUARE, 0.0000 q1, 0.0011 q2
LAMP Lamp None
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        (i) POINT type, 30.0 distance
        (i) spherical limit
        falloff: INVERSE_SQUARE, 0.0000 q1, 0.0011 q2
CAMERA Camera.Front None
        (w) current action is not finalized
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        (i) active
        A, dist: [80.00-160.00], fov: 1.22
ARMATURE Skeleton None
        (w) current action is not finalized
        (i) extracted 4 actions from context
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        (i) 52 bones
        +anim: 'Stand', 80 frames, 52 groups
                 location[3], scale[3], rotation_quaternion[4]
        +anim: 'Idle', 2 frames, 52 groups
                 location[3], scale[3], rotation_quaternion[4]
        +anim: 'Spare', 2 frames, 52 groups
                 location[3], scale[3], rotation_quaternion[4]
        +anim: 'Walk', 60 frames, 52 groups
                 location[3], scale[3], rotation_quaternion[4]
MESH Jacket-obj <bpy_struct, Object("Skeleton")>
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        converted to tri-mesh
        (i) 0.63 avg handness
        (i) 1.00 avg tangent accuracy
        extra: 36 vertices, 1 faces
        (i) 9177 vertices, 3916 faces
        (i) 1.28 avg vertex usage
        entity: 3916 faces, [Jacket-mat]
        bone weights: 0 empty, 1.0 avg
MESH Eyes-obj <bpy_struct, Object("Skeleton")>
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        converted to tri-mesh
        (i) 0.00 avg handness
        (i) 0.99 avg tangent accuracy
        extra: 52 vertices, 0 faces
        (i) 292 vertices, 442 faces
        (i) 4.54 avg vertex usage
        entity: 442 faces, [Eyes-mat]
        bone weights: 0 empty, 1.0 avg
MESH Body-obj <bpy_struct, Object("Skeleton")>
        (i) STATIC physics, BOX bounds, 1.0 mass, 1.0 radius
        converted to tri-mesh
        (i) 0.98 avg handness
        (i) 0.95 avg tangent accuracy
        extra: 743 vertices, 12 faces
        (i) 11051 vertices, 18130 faces
        (i) 4.92 avg vertex usage
        entity: 7220 faces, [Skin-mat]
        entity: 533 faces, [Jacket-mat]
        entity: 6580 faces, [Legs-mat]
        entity: 3797 faces, [Eyes-mat]
        bone weights: 0 empty, 1.6 avg
Done.