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Well, in principle, everything is clear: the **action** attribute is sufficient for the game to register the damage in the correct frame, but the purpose of B_cut and E_cut is unclear (in some animations, such as human archers and inquisitors in ranged attacks, B_cut is missing, and everything works fine). It is also impossible to visually verify what they are for, and granny_export from Max exports animations with distortions – my crossbowman was walking like a hunchback in the air, but this is already a feature of Max.