ANIM 2da
From Dragon Age Toolset Wiki
(Redirected from ANIM base 2da)
The ANIM_ 2da defines the creature and placeable animations.
The 2da is defined as an m2da in the M2DA_base 2da and has an ID of 0. It can be extended by m2da fragments which have names starting with ANIM_. It can also be referenced in scripting using the TABLE_BASE_ANIMATIONS or TABLE_COMBAT_ANIMATIONS constants defined in 2da_constants_h.
Structure
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:
|
Replacement | int | This animation replaces the original animation if it is missing from the blend tree |