' Format:	<type> -<option,option,...> <AnimEvent> <Animation File> [<AnimObject CK>]
'		type: 	b (basic)
'				o (animated object animation)
'				s (sequenced animation (SA), 1st animation)
'				+ (sequenced animation (SA), 2nd to last animation)
'		option: a (acyclic) 					default: cyclic
'				h (headtracking remains) 		default: headtracking off
'               Tn (transition "00Next Clip")	used in acyclic animations if another idle will follow immediately
'               Ts (transition "IdleStop")		in FNIS similar as "Tn"
'					          					transition default: "IdleForceDefaultState" (everything set to default)
'				B<n.m> (blend time n.m sec)		default: 0.6 sec
'				k (known animation)				animation is part of vanilla or another mod (no need to make a physical copy)
'				o (only type "s" or "+")		this part of a an SA uses the following AnimObject)
'
'		<Animation File> relative to Animations\<mod name>. With -k option use "..\<original_mod>\<file_name>"
'
'		A Sequenced Animation (SA) is a sequence of individually parametrized animations. 
'		Acyclic SA animations automatically transition into the next animation. To leave a cyclic animation you need to call
'		SendAnimEvent() to the next or any other AnimEvent in the SA. The last SA animation alway has to by acyclic (-a).
'

' Examples:
' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx
' o -h MyAnimEvent2 AnimationWithAO.hkx MyAnimObject01
' s -a SA1entry SAanim1.hkx  
' + -h,o,k SA1loop ..\OtherMod\OtherModAnim.hkx MYAnimObject02
' + -a SA1exit SAanim3.hkx

b -a,B0.2 RaserParkourBegin RaserParkourBegin.hkx
b -a,B0.2 RaserParkourUpClimb RaserParkourUpClimb.hkx
b -a,B0.2 RaserParkourEnd RaserParkourEnd.hkx