Difference between revisions of "ANIM base.xls"
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− | + | {{2da start}} | |
− | + | {{2da column| brow | 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| 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. | |
− | + | *Looping 0x01 | |
− | + | *Overlay 0x02 | |
− | + | *Ambient 0x04 | |
− | + | *Moving 0x08 | |
− | + | *Equip 0x10 | |
− | + | *Unequip 0x20 | |
− | + | *PartyAttack 0x40 | |
− | + | *SimpleAttack 0x80 | |
− | + | *Parry 0x100 | |
− | + | *Dodge 0x200 | |
− | + | *Damage 0x400 | |
− | + | *Deathblow 0x800 | |
− | + | *Spellcasting 0x1000 | |
− | + | *Visual Effect 0x2000 | |
− | + | *Twitchs 0x4000}} | |
− | + | {{2da column| AnimName |string| This is the actual name of the animation specified in the model file.}} | |
− | + | {{2da column| WieldType |int| Specifies the type of weapon wields the specified animation is supposed to work with.}} | |
− | + | {{2da column| SynchAnim |int| If it's a synchronized animation the index of the synchronized animation will be specified here.}} | |
− | + | {{2da column| TransitionTo |int|The Id of the looping animation that will be played after this one.}} | |
− | + | {{2da column| Priority |int| | |
− | + | *0: Invalid | |
− | + | *1: Low | |
− | + | *2: Medium | |
− | + | *3: High | |
− | + | *4: Max}} | |
− | + | {{2da column| DisableLookat |bool| Specifies if the lookat behavior should be disabled while playing this animation.}} | |
− | + | {{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 end}} | |
[[Category:2DAs]] | [[Category:2DAs]] |
Revision as of 21:39, 19 July 2009
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. |
brow | 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 |