Add rayman2 source files

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:Base ANIMVIEW.HLP
1 ANIMVIEW
2 Animation Viewer Help=IDJ_ANIMVIEWER@ANIMVIEW.HLP>main
2 Accessing Animation Viewer=IDJ_ACCESSANIMVIEWER@ANIMVIEW.HLP>main
2 Animation Viewer Interface=IDJ_ANIMVIEWERINTERFACE@ANIMVIEW.HLP>main
2 Loading an animation=IDJ_LOADINGANIMATION@ANIMVIEW.HLP>main
2 Playing an animation=IDJ_PLAYINGANIMATION@ANIMVIEW.HLP>main
2 Reported Bugs=IDJ_REPORTEDBUGS@ANIMVIEW.HLP>main
2 Frequently Asked Questions=IDJ_FAQ@ANIMVIEW.HLP>main

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Microsoft (R) Help Compiler
HCRTF 4.01.0950
Copyright (c) Microsoft Corp 1990 - 1995. All rights reserved.
animview.hpj
7 Topics
11 Jumps
12 Keywords
0 Bitmaps
File size: 12,368
Compile time: 0 minutes, 0 seconds
0 notes, 0 warnings

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/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
** Help Context Identifiers for ANIMVIEW.HH
** Generated by RoboHELP
**
** RoboHELP observes a polite protocol for dealing with this file.
** It will add new identifiers for new Topic IDs that are
** added to the RTF file with the same name.
**
** RoboHELP will also preserve comments which are placed in this
** file, so documentation staff can insert notes to those crazy
** developers and vice versa.
**
** However, the numeric values of the identifiers are stored only
** in this file. Therefore, if you change the numeric value here,
** it is changed for good. RoboHELP will not try to change it back.
**
** Normally, RoboHELP will remove the symbols for Topic IDs
** which have been removed from the .RTF file. However, you can
** set a checkbox in your project setup to prevent RoboHELP from
** doing this. You may want to do this and make use of the Alias
** capability of the help compiler.
**
*/
#define IDJ_ANIMVIEWER 1
#define IDJ_ACCESSANIMVIEWER 2
#define IDJ_ANIMVIEWERINTERFACE 3
#define IDJ_LOADINGANIMATION 4
#define IDJ_PLAYINGANIMATION 5
#define IDJ_REPORTEDBUGS 6
#define IDJ_FAQ 7
#define IDP_FAMILYLISTBOX 8
#define IDP_ANIMATIONLISTBOX 9
#define IDP_ME 11
#define IDP_ANIMINFO 14
#define IDP_MESSAGEERROR 15

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;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; Help Project File for ANIMVIEW
;
; This file is maintained by RoboHELP. Do not modify this file directly.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
[OPTIONS]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Options section contains the following information:
;
; The optional BMROOT=entry sets the directories in which the Help Compiler
; will look for graphics.
;
; The CONTENTS=tells WinHelp which topic contains the contents.
;
; The TITLE=is displayed in the Title Bar of WINHELP.EXE
;
; The BUILD=setting allows you to create different Help systems from
; the same source file.
;
; The COMPRESS=option tells the Help Compiler how much to compress
; the Help file.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
;BMROOT=C:\ACP\DLLBIBLI\TOOLS\ANIM\DOC\HELPDATA
TITLE=Animation Viewer Help
COMPRESS=0
NOTES=1
OLDKEYPHRASE=NO
OPTCDROM=0
REPORT=YES
BMROOT=C:\ACP\DLLBIBLI\TOOLS\ANIM\DOC\HELPDATA\BITMAP
CONTENTS=IDJ_ANIMVIEWER
ERRORLOG=C:\acp\dllbibli\tools\Anim\doc\HelpData\ANIMVIEW.ERR
COPYRIGHT=Animation Viewer Help version 1.00 <20>Ubisoft 1997
BMROOT=C:\ACP\DLLBIBLI\TOOLS\ANIM\DOC\HELPDATA
[BUILDTAGS]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Build Tags section specifies to the Help Compiler the names
; of all the valid build tags used in this Help project.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
WINDOWS
[CONFIG]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Config section defines macros which will run at startup.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
CreateButton(IDB_AUTHOR,"Mail to author",ExecFile(animbug.msg, ,SW_SHOW ,IDP_MESSAGEERROR))
CreateButton(IDB_SOMMAIRE,"Sommaire",JumpID(animview.hlp,IDJ_ANIMVIEWER))
[FILES]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Files section specifies the RTF files for a project.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
ANIMVIEW.RTF
[ALIAS]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Alias section sets up aliases for Topic IDs in your Help system.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
[MAP]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Map section specifies the project HH files.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
#include <ANIMVIEW.HH>
#include <C:\acp\dllbibli\tools\Anim\inc\ANIMVIEW.HH>
[BITMAPS]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Bitmaps section specifies the referenced bitmaps used in
; your help system.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
[WINDOWS]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Windows section contains all of the information about the windows
; in a Help project.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
;Gloss="Glossary",(100,100,350,350),0,(255,255,255),(255,255,255)
(w95sec)="Animation Viewer Help",(92,51,593,849),21252,(255,255,224),(255,255,224),f2
main="",(0,0,819,727),29188,,(255,128,128),f0
[BAGGAGE]
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
; The Baggage section specifies any additional files.
;* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

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[Project]
Help Compiler=HCW.EXE
Remove Unused=1
Version=512
ConvertedFromV1=0
HasGlossary=0
Automatic Map Files=1
NextFile=2
IncludeRTF=0
Extra Language=0
[Document Files]
ANIMVIEW.DOC=1
[File Properties]
HasProperties=1
BrowseType=0
AutoMapFile=1
StartingWith=0
IncrementBy=20
NextTopicNumber=0
StartingNumber=1
BrowseString=ANIMVIEW:0
DefaultBuildTag=
[.RBH]
CopyTo=1
PreBatch=
PostBatch=
Dir0=C:\acp\dllbibli\tools\Anim\Anim
CurrentDir=C:\acp\dllbibli\tools\Anim\inc
AutoFixRTF=0

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{\creatim\yr1997\mo3\dy17\hr14\min42}{\revtim\yr1997\mo3\dy17\hr14\min57}{\version3}{\edmins7}{\nofpages13}{\nofwords895}{\nofchars5104}{\*\company PARTICULIER}{\vern57431}}
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\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_ANIMVIEWER}} {
\cs16\super ${\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Animation Viewer Help}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} Animation Viewer; Animation}} {\cs16\super +
{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super +} ANIMVIEW:000}} Animation Viewer Help
\par \pard\plain \li115\ri130\sa48\widctlpar \f7\fs16 This help file describe how to use interface of animation viewer.
\par The animation viewer permit to play through editor\rquote s interface an animation. You cannot modify an animation.
\par
\par {\uldb\cf11 Accessing Animation Viewer}{\v IDJ_ACCESSANIMVIEWER}
\par {\uldb\cf11 Animation Viewer Interface}{\v IDJ_ANIMVIEWERINTERFACE}
\par \tab {\uldb\cf11 Loading an animation}{\v IDJ_LOADINGANIMATION}
\par \tab {\uldb\cf11 Playing an animation}{\v IDJ_PLAYINGANIMATION}
\par {\uldb\cf11 Closing Animation Viewer}{\v IDJ_ACCESSANIMVIEWER}
\par
\par {\uldb\cf11 Reported bugs}{\v IDJ_REPORTEDBUGS}
\par {\uldb\cf11 Frequently Asked Questions}{\v IDJ_FAQ}
\par
\par \{bmc OPEN.BMP\} To access help file from Animation viewer use \{button Help,\} button or activate interface window, move mouse pointer to an interface control and press {\*\bkmkstart IMAGE}{\*\bkmkend IMAGE}\{button F1,\} key.
\par \pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 \page {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_ACCESSANIMVIEWER}} {\cs16\super ${\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Accessing Animation Viewer}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} Accessing; Animation Viewer}} {\cs16\super +{\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super +} ANIMVIEW:010}} Accessing / Closing Animation Viewer
\par \pard\plain \li115\ri130\sa48\widctlpar \f7\fs16 When animation viewer is closed select in menu tools the option \ldblquote \~open animation viewer\~\rdblquote to open it.
\par When animation viewer is opened select in menu tools the option \ldblquote \~close animation viewer\~\rdblquote to close it.
\par When opening animation viewer, a 3D view appear and {\uldb\cf11 animation viewer interface}{\v IDJ_ANIMVIEWERINTERFACE} is displayed in a bottom window
\par \pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 \page {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_ANIMVIEWERINTERFACE}} {\cs16\super ${\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Animation Viewer Interface}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} Interface; Animation Viewer}} {\cs16\super +{\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super +} ANIMVIEW:020}} Animation Viewer Interface
\par \pard\plain \li115\ri130\sa48\widctlpar \f7\fs16 The animation viewer is composed by two window. One contains the graphical representation of the animation, it\rquote
s the upper window wich is a 3D View. The bottom window contains the interface to access each animation. This help file doesn\rquote t describe use of
3D view because it is managed like the general 3D view (see editor.hlp). The bottom window is specific to the animation viewer and look like this\~:
\par
\par (move mouse on graphic to select part of interface you want help on)
\par
\par \{bmc AVINTERF.SHG\}
\par
\par this interface is composed by
\par {\ul\cf11 the family list}{\v IDP_FAMILYLISTBOX}
\par {\ul\cf11 the animation list}{\v IDP_ANIMATIONLISTBOX}
\par {\ul\cf11 some animation information}{\v IDP_ANIMINFO} (frame number, channel number)
\par a {\uldb\cf11 load button \{bmc BTLoad.bmp\}}{\v IDJ_LOADINGANIMATION}
\par some control to {\uldb\cf11 play animation}{\v IDJ_PLAYINGANIMATION}
\par
\par All component of this interface are never visible or active at same time. For example playing control could not be activate when load button is visible.
\par \pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 \page {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_LOADINGANIMATION}} {\cs16\super ${\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Loading an animation}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} Loading; Animation}} {\cs16\super +{\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super +} ANIMVIEW:030}} Loading an animation
\par \pard\plain \li113\ri130\sa48\keepn\widctlpar \f7\fs16 see also {\uldb\cf11 reported bugs}{\v IDJ_REPORTEDBUGS}
\par \pard \li115\ri130\sa48\widctlpar Some animation are already in memory, the other not. They are differencied by the font used to display animation name in the {\ul\cf11 animation list box}{\v IDP_ANIMATIONLISTBOX}
. An already loaded animation appears in bold font.
\par When an animation is not in memory a button \{bmc BTLoad.bmp\} appear, click on this button to load the animation in memory. Tou can also double click in an animation name in anim
ation list box to load it. While animation is loading the text on button change to \{bmc BTLoadin.bmp\} and mouse cursor change too. When load operation ends the button disappear, cursor becomes again normal and first frame of animation appear in 3D view.
\par Sometimes when animation you want to load is large, the operation could take a long time, simply wait.
\par
\par
\par \pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 \page {\cs16\super {\*\bkmkstart ANCHOR}#{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_PLAYINGANIMATION}} {\cs16\super ${\footnote
\pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Playing an animation}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} Playing Animation}} {\cs16\super +{\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super +} ANIMVIEW:040}}{\*\bkmkend ANCHOR} {\*\bkmkstart TITLE}Playing an animation{\*\bkmkend TITLE}
\par \pard\plain \li115\ri130\sa48\widctlpar \f7\fs16 When a loaded animation is selected (it\rquote s name appears in bold font in animation list) first frame of animation appears in 3D view window. Right group of buttons give\rquote
s you some control on animation. This group is composed by the following controls
\par
\par \{bml SBFrame.bmp\}
\par ScrollBar & Current frame
\par In this left little box the index of the current displayed frame is shown.
\par The position of cursor in scrollbar gives you an indication about the current frame. When cursor is at the left of scrollbar current frame is the first one, when it is at the right current frame is the last one. With the two little arrow button you can go
to the next frame or to the previous frame. You can also drag and drop the cursor to change current frame.
\par
\par \{bml BTRewind.bmp\}Rewind button (Home key)\line click on this button to set current frame to the first one
\par
\par \{bml BTRevers.bmp\}Reverse button (left arrow key)\line click on this button to play animation in reverse order
\par
\par \{bml BTStop.bmp\}Stop button (down arrow or escape keys)\line click on this button to stop animation
\par
\par \{bml BTPlay.bmp\}Play button (right arrow key)\line click on this button to play animation
\par
\par \{bml BTForwar.bmp\}Forward button (end key)\line click on this button to set current frame to the last one.
\par
\par There\rquote s some more capabilities when you\rquote re are playing an animation, because using mouse is not always obvious when an animation is played, you can simulate click on control button with some key\~
indicate after each button paragraph between brackets.
\par When playing an animation, you cannot change selected animation. You must stop an animation playing before you want to select another animation.
\par \pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 \page {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_REPORTEDBUGS}} {\cs16\super ${\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Reported Bugs}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} Bugs}} {\cs16\super +{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {
\cs16\super +} ANIMVIEW:050}} Reported Bugs
\par \pard\plain \li113\ri130\sa48\keepn\widctlpar \f7\fs16 see also {\uldb\cf11 FAQ}{\v IDJ_FAQ}
\par \pard \li115\ri130\sa48\widctlpar
\par If you find a bugs or have questions {\ul\cf11 contact me}{\v IDP_ME}
\par
\par {\b memory assertion}
\par sometimes after loading some animation the following window appears
\par \{bmc ErrorMem.bmp\}
\par It is because memory block allocated for animation is too small. In fact animation takes a lot of memory, some programmers are actually working to reduce size of animation.
\par This message appears for example when you try to load gp_play1.a3d animation which takes approximatively 2Mo of memory.
\par
\par {\b Non centered animation}
\par centering animation on screen is actually not possible because bounding volume of super object are not calculated.
\par \pard\plain \s1\li113\ri130\sb80\sa120\keepn\widctlpar \b\f7\fs28\kerning28 \page {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDJ_FAQ}} {\cs16\super ${\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar
\f7\fs20 {\cs16\super $} Frequently Asked Questions}} {\cs16\super K{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super K} FAQ; Questions}} {\cs16\super +{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {
\cs16\super +} ANIMVIEW:060}} Frequently Asked Questions
\par \pard\plain \li113\ri130\sa48\keepn\widctlpar \f7\fs16 see also {\uldb\cf11 Reported Bugs}{\v IDJ_REPORTEDBUGS}
\par \pard \li115\ri130\sa48\widctlpar
\par If you find a bugs or have questions {\ul\cf11 contact me}{\v IDP_ME}
\par \page ************************ POPUP *************************
\par \pard\plain \s1\li113\ri130\sb80\sa120\widctlpar \b\f7\fs28\kerning28 \page {\cs16\fs24\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDP_FAMILYLISTBOX}}{\fs24 }{\cs16\fs24\super ${\footnote \pard\plain
\s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Family list box}}{\fs24 Family list box
\par }\pard\plain \li115\ri130\sa48\widctlpar \f7\fs16 The most left list box in interface contains list of all families. \line Left click in a family name to select it, you will see in animation list \line all animation available for the selected family\page
{\cs16\fs24\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDP_ANIMATIONLISTBOX}}{\fs24 }{\cs16\fs24\super ${\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Animation list box}}{
\fs24 }{\b\fs24 Animation list box}{\fs24
\par }When a family is selected in family list box all its animation \line are displayed in animation list box. Loaded animation appear in bold font. \line To load an animation double click on a name (see loading an animation)\page {\cs16\fs24\super #
{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDP_ANIMINFO}}{\fs24 }{\cs16\fs24\super ${\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Animation information}}{\fs24 }{\b\fs24
Animation information
\par }Two little boxes show you how much frame and channel animation have. \line When animation is not loaded this two little boxes are empty.
\par \page {\cs16\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDP_ME}} \{bmc vlhullier.bmp\}
\par Vincent Lhullier
\par \{bmc LETTRE.bmp\}\tab {\uldb\cf11 vlhullier@annecy.ubisoft.fr}{\v !ExecFile(AnimBug.msg, \~, SW_SHOW, IDP_MESSAGEERROR )}
\par \{bmc TELEPHON.bmp\}\tab 04.50.52.98.84
\par \pard\plain \s1\li113\ri130\sb80\sa120\widctlpar \b\f7\fs28\kerning28 {\*\bkmkstart ROBOHELP}{\*\bkmkend ROBOHELP}\page {\cs16\fs24\super #{\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super #} IDP_MESSAGEERROR}}{\fs24 }{
\cs16\fs24\super ${\footnote \pard\plain \s15\li115\ri130\sa48\widctlpar \f7\fs20 {\cs16\super $} Mail Erreur}}{\fs24 Mail Erreur
\par }\pard\plain \li115\ri130\sa48\widctlpar \f7\fs16 The file \lquote AnimBug.msg\rquote not found
\par in edt_data\\tools\\Anim directory
\par
\par
\par
\par }

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copy ANIMVIEW.HLP C:\acp\dllbibli\tools\Anim\Anim
@ECHO POST BATCH COMPLETE > "C:\acp\dllbibli\tools\Anim\doc\HelpData\RHPOST.~~$"