Difference between revisions of "Animation Tab"
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imported>Maian |
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Shows all the animations available to the actor. | Shows all the animations available to the actor. | ||
Animations are stored as KF files. For actors, 3rd person animations are located at meshes\characters\_male (despite the name, animations are gender-neutral). 1st person animations are located at meshes\characters\_1stperson. | |||
Animations belong to animation groups (AnimGroup). When multiple animations share the same animation group, the game chooses a particular animation based off the character's state. For example, both castself.kf and onehandcastself.kf belong to the CastSelf animation group. Both are played when casting a self-targeted spell. castself.kf is played when the no weapon is held at the ready (and no shield), while onehandcastself.kf is played when a one-handed weapon is out (and no shield). (The castselfalt.kf and onehandcastselfalt.kf are used for other shield/weapon combinations.) | Animations belong to animation groups (AnimGroup). When multiple animations share the same animation group, the game chooses a particular animation based off the character's state. For example, both castself.kf and onehandcastself.kf belong to the CastSelf animation group. Both are played when casting a self-targeted spell. castself.kf is played when the no weapon is held at the ready (and no shield), while onehandcastself.kf is played when a one-handed weapon is out (and no shield). (The castselfalt.kf and onehandcastselfalt.kf are used for other shield/weapon combinations.) | ||
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One animation each can be playing at a time for each of these sections (I think). These sections don't limit the animations to the corresponding skeletal parts. For instance, bowattack.kf plays in the Right Arm section but it clearly plays in both the left and right arms. Some animations, namely idle ones, will loop automatically. | One animation each can be playing at a time for each of these sections (I think). These sections don't limit the animations to the corresponding skeletal parts. For instance, bowattack.kf plays in the Right Arm section but it clearly plays in both the left and right arms. Some animations, namely idle ones, will loop automatically. | ||
== Animation | == Animation file format == | ||
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