Draw order and notes

Use normal blend modes unless otherwise specified.


From back (01) to front ( )

01	---	In-Engine star, planet and space backdrop

02	---	Backdrop_Glass_Static with distressed glass (additive blend mode?)

03	---	Backdrop_Struts_Static (includes background monitors)

04	---	Screen readouts (additive blend mode) all loop continuously. Don't drop any frames.
			Backdrop_Orbital_Loop (UV mapped to large square screen at upper right)
			Backdrop_Thermometer_Loop (UV mapped to round screen at right)
			Backdrop_SideMonitor_Loop (use atlas file positioning)

05	---	BackArm - independent of speaking
			Rest (Hold on one frame until Typing or Wristwatch)
			Typing (loop as long as needed, doesn't need in/out, doesn't need to sync but looks best with both arms typing, return to Rest after)
			WristwatchIn (play once, synced to FrontArm_WristwatchIn, then go to WristwatchTap)
			WristwatchTap (Play once PER TAP, synced with both FrontArm_WristwatchTap A and B, play until done tapping wristwatch, then go to WristWatchOut)
			WristwatchOut (play once, synced to FrontArm_WristwatchOut, return to Rest after)

06	---	Clothing_Static

07	---	Neck
			IdleHold (hold on one frame while NOT speaking)
			NeckSpeechLoop (loop while speaking, return to NeckIdleHold when finished speaking)


HEAD SECTION - SYNCED WITH HEAD ROTATE/TRANSLATE WHILE SPEAKING
{
	08	---	BackHooter 1, 2 and 3 (drawn behind the head. drawn in numbered order) 
				Idle_Hold (One frame hold when not speaking) 
				Puff_Once (play once as needed, then return to idle.)

	09	---	Vocoder
				Idle_Loop (two-frame loop of flickering vocoder beam without symbols)
				Speech[Shape]_Loop (two-frame loop of each vocoder symbol flickering, loop each symbol as long as desired to create language cadence, then return to Idle when finished speaking)
				SpeechCircle_Loop
				SpeechCrosshatch_Loop
				SpeechDiamond_Loop
				SpeechRectangle_Loop
				SpeechZigZag_Loop

	10	---	Skull
				Idle_Loop (very slight swaying of cable and antenna. doesn't need to sync. Loop while not speaking.)
				Speech_Loop (sync Rotate/Translate of other head layers to THIS LAYER while speaking)
	
	11	---	Eye
				UpIdle_Loop (subtle eye movements in default position, loop continuously until Down, Contact or Lick)
				Lick_Once (play once infrequently/as needed. Synced with Face_Lick_Once)
				ContactIn_Once (play once as transition to Contact_Loop)
				Contact_Loop (subtle eye movements while looking at camera, best used for emphasis)
				ContactOut_Once (play once as transition back to UpIdle_Loop)
				DownIn_Once (play once as transition to Down_Loop)
				Down_Loop (subtle eye movements while looking down at wristwatch/lower panels. Wristwatch action looks best while eye is looking down)
				DownOut_Once (play once as transition back to UpIdle_Loop)

	12 	---	Face (the nasal appendage and eyebrows/lids. Not synced with speech, but still tracks head motion. Squint action can happen any time, looks good paired with Eye_Down)
				Idle_Hold (hold on single frame unless doing Lick or Squint)
				Lick_Once (play once infrequently during Idle_Hold, synced with Eye_Lick_Once)
				SquintIn_Once (transition from IdleHold to Squint_Hold)
				Squint_Hold (hold on single frame while squinting. Doesn't need to sync otherwise. Also works as frown.)
				SquintOut_Once (transition from Squint_Hold back to Idle_Hold)

	13	---	FrontHooter 1, 2 and 3 (drawn in front of head, in numbered order)
				Idle_Hold (One frame hold when not speaking) 
				Puff_Once (play once as needed, then return to idle.)
}	- END OF HEAD SECTION

14	---	FrontArm - independent of speaking
			Rest_Hold (Hold on one frame until Typing or Wristwatch)
			TypingIn_Once (transition from rest to Typing)
			TypingTap A, B and C (alternate between taps randomly until finished typing)
			TypingOut_Once (transition from Typing to Rest)
			WristwatchIn (play once, synced to BackArm_WristwatchIn, then go to WristwatchTap)
			WristwatchTap A and B (Alternate randomly PER TAP, synced with BackArm_WristwatchTap, play until done tapping wristwatch, then go to WristWatchOut)
			WristwatchOut (play once, synced to BackArm_WristwatchOut, return to Rest after)

15	---	Foreground_Console_Static

16	---	Screen readout (additive blend mode) loop continuously. Don't drop any frames.
			Foreground_Graph_Loop (UV mapped to small screen at left.)