Difference between revisions of "ANIM 2da"
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{{2da column| DisableLookat |bool| Specifies if the lookat behavior should be disabled while playing this animation.}} | {{2da column| DisableLookat |bool| Specifies if the lookat behavior should be disabled while playing this animation.}} | ||
− | {{2da column| State |int| | + | {{2da column| State |int|Transition animations have their end state: |
+ | * 0 - Pause/Ready (standing up) | ||
+ | * 1 - Lying down (dead, knocked down, sleeping, etc..) | ||
+ | }} | ||
{{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}} |
Latest revision as of 00:04, 26 October 2014
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 |