Difference between revisions of "ANIM base.xls"
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BryanDerksen (Talk | contribs) (formatting) |
BryanDerksen (Talk | contribs) (mention other related 2DAs) |
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+ | The ANIM_ M2DA family establishes animations that can be triggered within the game by scripts. | ||
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+ | ANIM_ 2DAs included with the core resources and original campaign include ANIM_base, ANIM_combat, and ANIM_placeables. | ||
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{{2da start}} | {{2da start}} | ||
− | {{2da column| | + | {{2da column| 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}} |
{{2da column| Strref | int| String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables. | {{2da column| Strref | int| String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables. | ||
{{2da column| 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. | {{2da column| 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. | ||
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{{2da column| Replacement |int| This animation replaces the original animation if it is missing from the blend tree}} | {{2da column| Replacement |int| This animation replaces the original animation if it is missing from the blend tree}} | ||
{{2da end}} | {{2da end}} | ||
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[[Category:2DAs]] | [[Category:2DAs]] |
Revision as of 21:46, 19 July 2009
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
{{2da column| 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 |