Difference between revisions of "ANIM base.xls"
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Revision as of 17:27, 28 January 2010
The ANIM_ M2DA family establishes animations that can be triggered within the game by scripts.
ANIM_ 2DAs included with the core resources and original campaign include ANIM_base, ANIM_combat, and ANIM_placeables.
| Column | Type | Description |
|---|---|---|
| ID | int | A number that uniquely identifies the entry (unless creating an M2DA override). ID numbers are listed from smallest to highest within a given file but do not need to be consecutive. |
| Label | string | This should be generic animation name regardless of creature model. The exact animation based on creature is references inside the animation blend trees |
| Strref | int | String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables. |
| Type | int | The type of the animation. This is a bitfield indicating if the animation is a looping animation, fire and forget, overlay, movement animation, stationary… etc.
|
| AnimName | string | This is the actual name of the animation specified in the model file. |
| WieldType | int | Specifies the type of weapon wields the specified animation is supposed to work with. |
| SynchAnim | int | If it's a synchronized animation the index of the synchronized animation will be specified here. |
| TransitionTo | int | The Id of the looping animation that will be played after this one. |
| Priority | int |
|
| DisableLookat | bool | Specifies if the lookat behavior should be disabled while playing this animation. |
| State | int | (Transition animations have their end state) 0 Pause/Ready (standing up) 1 Lying down (dead, knocked down, sleeping, etc..) |
| Replacement | int | This animation replaces the original animation if it is missing from the blend tree |