# File: <ia_export_file_name>_IAExpModFile.txt
# Model specific Export Data Modification (EDM) file for Blender IA/IGS exporter Bigex
#
# This specific modify file is a good place to enter all 3D model / igs-file 
# specific replacement instructions.
# This may be object names like primary_numbers, Texture file specs, etc
# For global / general replacements like ShaderNames, you should use the default
# modify file: "IGS_Export_ModFile.txt"
#
# All replacement expressions found in both files will be applied to the export
# data which will be written into the igs/is file.
#
# For a additional information refer to the Bigex manual: Bigex_Manual.pdf
# 
# General notes:
#  Search ranges:
#   Search ranges are specified in square brackets. The opening bracket must be
#   the first charachter at the beginning of a new line.
#   e.g. [ObjectList:EntryName]
#   where ObjectList is the list which EntryName entries are searched through.
#   All replacement expressions after this replacement specifier until end of
#   file or until the next replacement specifier, are related to the object list
#   and entry specified.
#
#  Replacement expressions:
#    - the whole string from beginn of a line until the = will be used as
#      search string
#    - the whole string from = until end of a line = will be used as
#      replacement string
#    Only exceptions are:
#      - string with length of 0 (zero) will match everything. So be carefull.
#      - numbers or ranges in square brackets e.g. [99], [10-19], [n], [n-m] 
#        will be applied only to n-th, resp. n-th to m-th entry in the specified
#        object list. (see examples below)
#      - object name in square brackets e.g. [Material_1] 
#
#  Comments:
#    Each line starting with a # contains comments and will be ignored at 
#    execution time.
#
# Examples:
# ------------------------------------------------------------------------------
# Example 1:
# replaces the AnimationNode name for all AnimationNodes with the current
# name 'AN_Name1' to 'AN_Name2'
# ...
# [AnimationNodes:Name]
# AN_Name1=AN_Name2
# ...
#
# Example 2:
# sets the AnimationNode name for AnimationNode number 99 to 'AN_Name2' if the
# name is 'AN_Name1'
# ...
# [AnimationNodes:Name]
# [99]AN_Name1=AN_Name2
# ...
#
# Example 3:
# sets the AnimationNode name for AnimationNode number 99 to 'AN_Name2',
# regardless of what it is currently.
# ...
# [AnimationNodes:Name]
# [99]=AN_Name2
# ...
#
# Example 4:
# sets the Flags attribute of AnimationNode named 'AN_Name',
# to 32 regardless of what it is currently.
# ...
# [AnimationNodes:Flags]
# [AN_Name]=32
# ...
#
# Example 5:
# sets the X coordinate of the motion vector of frame 4 of MotionSet 88 to
# -12.34,regardless what it is currently.
# ...
# [IAfMotionSets:MotionVector4Frame004_X]
# [88]=-12.34
# ...
#
# Example 6:
# sets the X coordinate of the motion vector of frame 4 of MotionSet 88 to
# -12.34,if it is currently 56.78.
# ...
# [IAfMotionSets:MotionVector4Frame004_X]
# [88]56.78=-12.34
# ...
#
# Example 7:
# sets the Weights of the motion vector of frames 000 until 079 of MotionSet 66
# to 0.5,regardless what it is currently.
# ...
# [IAfMotionSets:MotionVector4Frame0[0-7][0-9]_Weight]
# [66]=0.5
# ...
#
# Example 8:
# sets the Weights of the motion vector of frames 030 until 079 of MotionSet 66
# to 0.333,if it is currently 1.0.
# ...
# [IAfMotionSets:MotionVector4Frame0[3-7][0-9]_Weight]
# [66]1.0=0.333
# ...
#
# Example 9:
# sets the d value from Quarternion of frames 100 until 199 of MotionSet 22
# to 0.98765543,if it is currently -1.0.
# ...
# [IAfMotionSets:MotionQuaternionFrame1[0-9][0-9]_d]
# [22]-1.0=0.98765543
# ...
#

