ANIM base.xls

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Revision as of 16:38, 27 June 2009 by BryanDerksen (Talk | contribs) (import from extranet)

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  • ID
  • Label - 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.
  • 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.
    • 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 - 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.
  • SynchAnim - 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.
  • Priority
    • 0: Invalid
    • 1: Low
    • 2: Medium
    • 3: High
    • 4: Max
  • DisableLookat - 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..)
  • Replacement - This animation replaces the original animation if it is missing from the blend tree