Difference between revisions of "Animation blend tree editor"

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To the right of the worksheet editor is a pane showing a creature or placeable that will allow you to preview your blend tree. You can use any pre-existing creature or placeable.
 
To the right of the worksheet editor is a pane showing a creature or placeable that will allow you to preview your blend tree. You can use any pre-existing creature or placeable.
  
== Event editor ==
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== See also ==
  
[[Image:Animation event editor.png|thumb|300px]]
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* [[Animation list]]
 
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* [[Event editor]]
The event editor is used to add events to animations. Events include the following:
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*The triggering of sounds such as footfalls or weapon impacts
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*The firing of projectiles
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*Triggering VFX
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*Drawing or sheathing a weapon
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This allows the game to synchronize the effects of a creature's actions with the animation that the creature is playing.
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The main window of the event editor consists of a large nested list of all of the animations in the game's resources. They are grouped based on a prefix.name system. For example, the animations bow.aim, bow.enter, bow.fire and bow.withdraw are all grouped under "bow" and c_chicken.p, c_chicken.wkf, and c_chicken.com_v1 are grouped under "c_chicken".
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Below the main window is a timeline, somewhat similar to the cutscene editor. The scale is in frames per second and covers the duration of the animation. since the animation itself cannot be modified in the event editor the length of the timeline is fixed, though it can be scaled for easier viewing. Events are added by placing the scrubber at the frame you want to add the event on and right-clicking on it, or alternately by selecting the "Add Event" command from the Edit menu.
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[[Image:Animation add event.png]]
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The type of event is determined by its ID, which starts out as "Invalid" for new events. All events can have a "String" property, and certain types of events can have additional properties set on them. The available event types and their additional properties are:
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*Invalid - does nothing.
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*Attack Impact
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**Hand or foot - can be "right" or "left"
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*Attack Impact Reaction
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**Hand or foot - can be "right" or "left"
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*Equip Right
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*Equip Left
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*Unequip Right
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*Unequip Left
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*Ability Cast Impact
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**Hand or foot - can be "right" or "left"
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**PlayHitSound - True or false
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*VFX Start
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*Projectile Load
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*Projectile Fire
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*Blend Start
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*Blend End
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*Animation Done
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*Foot Down
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**Hand or foot - can be "right" or "left"
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*Detonate Emitter
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*Movement sound
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**Movement scale - can be Unknown, Small, or Medium
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*Bodyfall
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*Weapon swish
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**Hand or foot - can be "right" or "left"
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*Play Custom Sound
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**Sound - an [[FSE]] file
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*Weapon Blocked
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**Hand or foot - can be "right" or "left"
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*Lock Movement
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*Unlock Movement
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*Set Next Transition
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*Set Animation Offset
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*Play placeable sound
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**Animation ID - can be set to ClosedToOpened, Destroyed, Hit, Locked, OpenToClosed, or Used (these are defined in the <tt>sound_plc_column_names</tt> 2DA, in the [[placeables.xls]] file)
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*Deathblow Decapitation
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**Sound - an [[FSE]] file
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*Deathblow Decapitation VFX
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*Deathblow Damage Impact
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*Deathblow Attack Merge
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*Deathblow Death Merge
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*Game Speed
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*Attach Point
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*Fly Start
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*Fly End
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*Attach Point (with Rotation)
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*VFX Instant
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To the right of the event editor is a creature or placeable view port where you can preview animations while placing their events.
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== Animation list ==
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:''See Article: [[Animation list]]''
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[[Category:Animations]]
 
[[Category:Animations]]

Latest revision as of 18:57, 8 May 2014

Animation blend trees are used to group and combine animations (stored in ANI files) so that the game engine knows how to use them when they're triggered by game events.

The animation blend trees used by the single player module can be downloaded from the Single player and core resource source files project.

A new blend tree can be created via the "File → New → Animation Worksheet" menu command.

Animation worksheet editor

An animation worksheet is used to group and blend separate animations together.

The 2DA file APR_base.xls contains 3 columns for the blend trees, so unique bend trees can be assigned to a class of creatures or a unique creature.

Animation worksheet editor.png

The main window shows the various nodes that are defined in the open worksheet and how they are interconnected. There are two main kinds of nodes; animation streams and blend trees. Animation streams are the sources of animation information; each animation stream node can be associated with a single animation source file. They can also take streams from other animation stream nodes.

Blend tree nodes form the roots; these take animation information streams and blend them together into a finished product.

The properties for a blend tree are as follows:

General
Color
Looping Specifies whether this animation will be marked as looping in the exported blend tree.
Tree Name Specifies the node label in the exported blend tree. If this is left blank, a unique name will be automatically generated.

And the properties for an animation stream are:

General
Animation Animation that streams from this node.
Color
Looping Specifies whether this animation will be marked as looping in the exported blend tree.
Node Name Specifies the node label in the exported blend tree. If this is left blank, a unique name will be automatically generated.

Below the main pane is a timeline and a curve editor, much like those found in the cutscene editor. The curve editor allows you to modify the relative strengths of the blended animations.

To the right of the worksheet editor is a pane showing a creature or placeable that will allow you to preview your blend tree. You can use any pre-existing creature or placeable.

See also