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          <type>NMBT_SINGLECLIP</type>
          <nextItemId />
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		<Item type="CNmBlendOutPoseItem">
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          <type>NMBT_SINGLECLIP</type>
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          <clipSet>COW</clipSet>
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        <Item type="CNmBlendOutPoseItem">
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          <nextItemId />
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          <nextItemId />
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          <clip>getup_r</clip>
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      <fallbackSet />
    </Item>
    <Item type="CNmBlendOutSet" key="NMBS_COYOTE_DEAD">
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        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId />
          <clipSet>COYOTE</clipSet>
          <clip>Dead_Right</clip>
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		<Item type="CNmBlendOutPoseItem">
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          <type>NMBT_SINGLECLIP</type>
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          <clipSet>COYOTE</clipSet>
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      <fallbackSet />
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    <Item type="CNmBlendOutSet" key="NMBS_COYOTE_GETUPS">
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        <Item type="CNmBlendOutPoseItem">
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      <fallbackSet />
    </Item>
    <Item type="CNmBlendOutSet" key="NMBS_CRAWL_GETUPS">
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        <Item type="CNmBlendOutPoseItem">
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        <Item type="CNmBlendOutPoseItem">
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      <fallbackSet />
    </Item>
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        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
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      <fallbackSet />
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      <ControlFlags />
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        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId />
          <clipSet>recover_balance_combat_rifle_hurt</clipSet>
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          <id />
          <type>NMBT_SINGLECLIP</type>
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          <clipSet>recover_balance_combat_rifle_hurt</clipSet>
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      <fallbackSet />
    </Item>
    <Item type="CNmBlendOutSet" key="NMBS_STINGRAY_DEAD">
      <ControlFlags>BOSF_ForceDefaultBlendOutSet BOSF_AllowRootSlopeFixup BOSF_AllowWhenDead</ControlFlags>
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        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId />
          <clipSet>STINGRAY</clipSet>
          <clip>Dead_up</clip>
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          <no180Blend value="false" />
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		<Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId />
          <clipSet>STINGRAY</clipSet>
          <clip>Dead_down</clip>
          <addToPointCloud value="true" />
          <no180Blend value="false" />
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      </items>
      <fallbackSet />
    </Item>
    <Item type="CNmBlendOutSet" key="NMBS_SWIMMING_GETUPS">
      <ControlFlags>BOSF_DontAbortOnFall</ControlFlags>
      <items>
        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId>FORCE_SWIMMING</nextItemId>
          <clipSet>move_ped_swimming_base</clipSet>
          <clip>IDLE</clip>
          <addToPointCloud value="true" />
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        <Item type="CNmBlendOutMotionStateItem">
          <id>FORCE_SWIMMING</id>
          <type>NMBT_FORCEMOTIONSTATE</type>
          <nextItemId>BLEND_OUT</nextItemId>
          <motionState>MotionState_Swimming_TreadWater</motionState>
          <forceRestart value="false" />
          <motionStartPhase value="0.000000" />
        </Item>
        <Item type="CNmBlendOutBlendItem">
          <id>BLEND_OUT</id>
          <type>NMBT_SETBLEND</type>
          <nextItemId />
          <blendDuration value="0.600000" />
          <tagSync value="false" />
        </Item>
      </items>
      <fallbackSet />
    </Item>
    <Item type="CNmBlendOutSet" key="NMBS_UNDERWATER_GETUPS">
      <ControlFlags>BOSF_DontAbortOnFall</ControlFlags>
      <items>
        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId>FORCE_SWIMMING</nextItemId>
          <clipSet>move_ped_swimming_recover</clipSet>
          <clip>recover_flip_back_to_front</clip>
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        <Item type="CNmBlendOutPoseItem">
          <id />
          <type>NMBT_SINGLECLIP</type>
          <nextItemId>FORCE_SWIMMING</nextItemId>
          <clipSet>move_ped_swimming_recover</clipSet>
          <clip>recover_down_to_idle</clip>
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          <id />
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          <id />
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          <type>NMBT_SINGLECLIP</type>
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      <fallbackSet />
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</CNmBlendOutSetManager>
