Difference between revisions of "ANIM base.xls"

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* ID
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{{2da start}}
* Label - This should be generic animation name regardless of creature model. The exact animation based on creature is references inside the animation blend trees
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{{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}}
* Strref - String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables.
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{{2da column| Strref | int| String Reference for the name of the animation. Used primarily for the toolset and animation states on placeables.
* Type - 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| 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
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*Looping 0x01
**Overlay 0x02
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*Overlay 0x02
**Ambient 0x04
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*Ambient 0x04
**Moving 0x08
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*Moving 0x08
**Equip 0x10
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*Equip 0x10
**Unequip 0x20
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*Unequip 0x20
**PartyAttack 0x40
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*PartyAttack 0x40
**SimpleAttack 0x80
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*SimpleAttack 0x80
**Parry 0x100
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*Parry 0x100
**Dodge 0x200
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*Dodge 0x200
**Damage 0x400
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*Damage 0x400
**Deathblow 0x800
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*Deathblow 0x800
**Spellcasting 0x1000
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*Spellcasting 0x1000
**Visual Effect 0x2000
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*Visual Effect 0x2000
**Twitchs 0x4000
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*Twitchs 0x4000}}
* AnimName - This is the actual name of the animation specified in the model file.
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{{2da column| AnimName |string| This is the actual name of the animation specified in the model file.}}
* WieldType - Specifies the type of weapon wields the specified animation is supposed to work with.
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{{2da column| WieldType |int| Specifies the type of weapon wields the specified animation is supposed to work with.}}
* SynchAnim - If it's a synchronized animation the index of the synchronized animation will be specified here.
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{{2da column| SynchAnim |int| If it's a synchronized animation the index of the synchronized animation will be specified here.}}
* TransitionTo - The Id of the looping animation that will be played after this one.
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{{2da column| TransitionTo |int|The Id of the looping animation that will be played after this one.}}
* Priority  
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{{2da column| Priority |int|
**0: Invalid
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*0: Invalid
**1: Low
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*1: Low
**2: Medium
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*2: Medium
**3: High
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*3: High
**4: Max
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*4: Max}}
* DisableLookat - Specifies if the lookat behavior should be disabled while playing this animation.
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{{2da column| DisableLookat |bool| Specifies if the lookat behavior should be disabled while playing this animation.}}
* State - (Transition animations have their end state) 0 Pause/Ready (standing up) 1 Lying down (dead, knocked down, sleeping, etc..)
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{{2da column| State |int|(Transition animations have their end state) 0 Pause/Ready (standing up) 1 Lying down (dead, knocked down, sleeping, etc..)}}
* Replacement - This animation replaces the original animation if it is missing from the blend tree
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{{2da column| Replacement |int| This animation replaces the original animation if it is missing from the blend tree}}
 
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{{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.
  • 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
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
  • 0: Invalid
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Max
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