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	<updated>2026-06-02T20:41:35Z</updated>
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	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4102</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4102"/>
		<updated>2017-10-24T12:49:07Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset:&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;blendout&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;combat_comment&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;dissolve&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;hold&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;loot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_start&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_stop&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;prepare&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;pull&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;relax&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;shoot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;vampirism&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;attach&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;effect&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_left&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_right&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;sound&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;swoosh&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;ragdoll&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;cast_shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;receive_decals&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Default text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
These are the most basic of all text keys. Their function lies in sending a text based cue to code, and that text line is defined in it's name. Only text keys send their name as text cue to code!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Plays an effect on top of your animation. You define:&lt;br /&gt;
*the bone where it needs to play on&lt;br /&gt;
*which effect resource needs to be played, &lt;br /&gt;
*whether it needs to follow the bone all the time (Hard Attach=True) or just spawn at the bone's current location and remain there (Hard Attach=False).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signal when a creatures makes a footstep by sending it's properties to code. These are then checked with the Footstep Collection data in the creature's root template.&lt;br /&gt;
*Foot ID: This ID is matched with the footstep collection data that defines which foot it is matched to.&lt;br /&gt;
*Play Hearing Effect:&lt;br /&gt;
*Play Slide Effect: A sliding effect can be set when you want to make an imprint that smears.&lt;br /&gt;
*Play Sound: Allow code to let this footstep play a matching sound.&lt;br /&gt;
*Play Step Effect: Allow code to let this footstep play a matching VFX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;Attach keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Attaches a bones within the hierarchy of your current rig (on which the selected animation is played upon) to any other bone of that same hierarchy. When the rig itself is parented to another rig the parent rig will account as part of the hierarchy as well! This is useful when you would want to attach a bow string to follow the hand of the archer. The following parameters needs to be set in order have this working:&lt;br /&gt;
*Attach Bone: the target bone&lt;br /&gt;
*Bone: the bone subject for attachment&lt;br /&gt;
*Detach Bones: Sets attach (False) or Detach (True) in order set or break an attachment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a890&amp;quot;&amp;gt;HandSound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event tied to a specific weapon slot: Mainhand or Offhand. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;WeaponEffect keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Triggers an effect on your weapon when performing a particular animation, for example a swoosh (motiontrail) effect when slashing your sword.&lt;br /&gt;
*Effect Type: Slash (...), ElementalAttack (...), Motion (...)&lt;br /&gt;
*Weapon: Mainhand/Offhand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5261a8&amp;quot;&amp;gt;Genome keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
No active function yet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Attack keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Flags where in the animation an attack is being made. At this point damage will be applied to the target. Additionally you define a direction from where the attack comes. This is done from the perspective of the attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Allows you to transition your animation into the ragdoll physics system. This is mainly used for when a creature dies. The settings by which this done is set within the properties.&lt;br /&gt;
*Angular velocity Modifier:&lt;br /&gt;
*Duration Hard Limit:&lt;br /&gt;
*Duration Soft Limit:&lt;br /&gt;
*Hit Impulse Threshold:&lt;br /&gt;
*Leash Softness:&lt;br /&gt;
*Linear velocity Modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;VisualCullFlag keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Sets a True/False state to 4 types of visual culling to an object during that animation. Those types are: Cast Shadow, Receive Decal, Reflecting, Shadow Proxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4101</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4101"/>
		<updated>2017-10-24T12:03:04Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset:&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;blendout&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;combat_comment&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;dissolve&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;hold&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;loot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_start&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_stop&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;prepare&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;pull&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;relax&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;shoot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;vampirism&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;attach&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;effect&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_left&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_right&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;sound&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;swoosh&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;ragdoll&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;cast_shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;receive_decals&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Regular text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
These are the most basic of all text keys. Their function lies in sending a text based cue to code, and that text line is defined in it's name. Only text keys send their name as text cue to code!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signal when a creatures makes a footstep by sending it's properties to code. These are then checked with the Footstep Collection data in the creature's root template.&lt;br /&gt;
*Foot ID: This ID is matched with the footstep collection data that defines which foot it is matched to.&lt;br /&gt;
*Play Hearing Effect:&lt;br /&gt;
*Play Slide Effect: A sliding effect can be set when you want to make an imprint that smears.&lt;br /&gt;
*Play Sound: Allow code to let this footstep play a matching sound.&lt;br /&gt;
*Play Step Effect: Allow code to let this footstep play a matching VFX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Attack keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Flags where in the animation an attack is being made. At this point damage will be applied to the target. Additionally you define a direction from where the attack comes. This is done from the perspective of the attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Allows you to transition your animation into the ragdoll physics system. This is mainly used for when a creature dies. The settings by which this done is set within the properties.&lt;br /&gt;
*Angular velocity Modifier:&lt;br /&gt;
*Duration Hard Limit:&lt;br /&gt;
*Duration Soft Limit:&lt;br /&gt;
*Hit Impulse Threshold:&lt;br /&gt;
*Leash Softness:&lt;br /&gt;
*Linear velocity Modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Plays an effect on top of your animation. You define:&lt;br /&gt;
*the bone where it needs to play on&lt;br /&gt;
*which effect resource needs to be played, &lt;br /&gt;
*whether it needs to follow the bone all the time (Hard Attach=True) or just spawn at the bone's current location and remain there (Hard Attach=False).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;Attach keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Attaches a bones within the hierarchy of your current rig (on which the selected animation is played upon) to any other bone of that same hierarchy. When the rig itself is parented to another rig the parent rig will account as part of the hierarchy as well! This is useful when you would want to attach a bow string to follow the hand of the archer. The following parameters needs to be set in order have this working:&lt;br /&gt;
*Attach Bone: the target bone&lt;br /&gt;
*Bone: the bone subject for attachment&lt;br /&gt;
*Detach Bones: Sets attach (False) or Detach (True) in order set or break an attachment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;WeaponEffect keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Triggers an effect on your weapon when performing a particular animation, for example a swoosh (motiontrail) effect when slashing your sword.&lt;br /&gt;
*Effect Type: Slash (...), ElementalAttack (...), Motion (...)&lt;br /&gt;
*Weapon: Mainhand/Offhand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;VisualCullFlag keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Sets a True/False state to 4 types of visual culling to an object during that animation. Those types are: Cast Shadow, Receive Decal, Reflecting, Shadow Proxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4074</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4074"/>
		<updated>2017-10-23T09:15:42Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset:&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;blendout&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;combat_comment&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;dissolve&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;hold&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;loot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_start&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_stop&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;prepare&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;pull&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;relax&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;shoot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;vampirism&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;attach&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;effect&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_left&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_right&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;sound&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;swoosh&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;ragdoll&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;cast_shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;receive_decals&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Regular text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
These are the most basic of all text keys. Their function lies in sending a text based cue to code, and that text line is defined in it's name. Only text keys send their name as text cue to code!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signal when a creatures makes a footstep by sending it's properties to code. These are then checked with the Footstep Collection data in the creature's root template.&lt;br /&gt;
*Foot ID: This ID is matched with the footstep collection data that defines which foot it is matched to.&lt;br /&gt;
*Play Hearing Effect:&lt;br /&gt;
*Play Slide Effect: A sliding effect can be set when you want to make an imprint that smears.&lt;br /&gt;
*Play Sound: Allow code to let this footstep play a matching sound.&lt;br /&gt;
*Play Step Effect: Allow code to let this footstep play a matching VFX.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Signals the playback of a sound event. Which sound event is defined in the Sound Resource ID property.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Attack keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Flags where in the animation an attack is being made. At this point damage will be applied to the target. Additionally you define a direction from where the attack comes. This is done from the perspective of the attacker.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Allows you to transition your animation into the ragdoll physics system. This is mainly used for when a creature dies. The settings by which this done is set within the properties.&lt;br /&gt;
*Angular velocity Modifier:&lt;br /&gt;
*Duration Hard Limit:&lt;br /&gt;
*Duration Soft Limit:&lt;br /&gt;
*Hit Impulse Threshold:&lt;br /&gt;
*Leash Softness:&lt;br /&gt;
*Linear velocity Modifier:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
Plays an effect on top of your animation. You define:&lt;br /&gt;
*the bone where it needs to play on&lt;br /&gt;
*which effect resource needs to be played, &lt;br /&gt;
*whether it needs to follow the bone all the time (Hard Attach=True) or just spawn at the bone's current location and remain there (Hard Attach=False).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;Attach keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;WeaponEffect keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;VisualCullFlag keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4073</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4073"/>
		<updated>2017-10-23T08:48:54Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Blendout&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;combat_comment&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;dissolve&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;hit_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;hold&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;loot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_start&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;move_stop&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;prepare&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;pull&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;relax&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;shoot&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;switch_off&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;teleport&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;vampirism&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;attach&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;effect&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_left&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;footstep_right&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;sound&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;swoosh&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;ragdoll&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;cast_shadows&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;receive_decals&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Regular text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Attack keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#52a860&amp;quot;&amp;gt;Attach keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#5291a8&amp;quot;&amp;gt;WeaponEffect keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85281&amp;quot;&amp;gt;VisualCullFlag keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4072</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4072"/>
		<updated>2017-10-23T08:32:23Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used. &lt;br /&gt;
*Blendout&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;cast&amp;lt;/span&amp;gt;&lt;br /&gt;
*combat_comment&lt;br /&gt;
*dissolve&lt;br /&gt;
*hit&lt;br /&gt;
*hit_off&lt;br /&gt;
*hold&lt;br /&gt;
*loot&lt;br /&gt;
*move_start&lt;br /&gt;
*move_stop&lt;br /&gt;
*prepare&lt;br /&gt;
*pull&lt;br /&gt;
*relax&lt;br /&gt;
*shoot&lt;br /&gt;
*switch&lt;br /&gt;
*switch_off&lt;br /&gt;
*teleport&lt;br /&gt;
*vampirism&lt;br /&gt;
*attach&lt;br /&gt;
*effect&lt;br /&gt;
*footstep_left&lt;br /&gt;
*footstep_right&lt;br /&gt;
*sound&lt;br /&gt;
*swoosh&lt;br /&gt;
*ragdoll&lt;br /&gt;
*cast_shadows&lt;br /&gt;
*receive_decals&lt;br /&gt;
&lt;br /&gt;
There are different types of textkeys and each of them have their own function. Their properties will also change depending on which type you select. The color coded you see for each is how you will see them in the engine as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a85252&amp;quot;&amp;gt;Regular text driven keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#71a852&amp;quot;&amp;gt;Footstep keys keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a87f52&amp;quot;&amp;gt;Sound keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7052a8&amp;quot;&amp;gt;Hit keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9f52a8&amp;quot;&amp;gt;Ragdoll keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#a1a852&amp;quot;&amp;gt;Effects keys:&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4070</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4070"/>
		<updated>2017-10-23T08:12:54Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used.&lt;br /&gt;
*Blendout&lt;br /&gt;
*cast&lt;br /&gt;
*combat_comment&lt;br /&gt;
*dissolve&lt;br /&gt;
*hit&lt;br /&gt;
*hit_off&lt;br /&gt;
*hold&lt;br /&gt;
*loot&lt;br /&gt;
*move_start&lt;br /&gt;
*move_stop&lt;br /&gt;
*prepare&lt;br /&gt;
*pull&lt;br /&gt;
*relax&lt;br /&gt;
*shoot&lt;br /&gt;
*switch&lt;br /&gt;
*switch_off&lt;br /&gt;
*teleport&lt;br /&gt;
*vampirism&lt;br /&gt;
*attach&lt;br /&gt;
*effect&lt;br /&gt;
*footstep_left&lt;br /&gt;
*footstep_right&lt;br /&gt;
*sound&lt;br /&gt;
*swoosh&lt;br /&gt;
*ragdoll&lt;br /&gt;
*cast_shadows&lt;br /&gt;
*receive_decals&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4069</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4069"/>
		<updated>2017-10-23T08:12:20Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Preview window:&amp;lt;br /&amp;gt;&lt;br /&gt;
In this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&lt;br /&gt;
*Re-Center: Puts your model back in the center.&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&lt;br /&gt;
*Reset: Resets your preview window.&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation List:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Animation Properties:&amp;lt;br /&amp;gt;&lt;br /&gt;
These are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Animation Time line:&amp;lt;br /&amp;gt;&lt;br /&gt;
This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it, by no means is this list a complete list of the possibilities, but merely a selection of what we perceive as most frequently used.&lt;br /&gt;
*Blendout&lt;br /&gt;
*cast&lt;br /&gt;
*combat_comment&lt;br /&gt;
*dissolve&lt;br /&gt;
*hit&lt;br /&gt;
*hit_off&lt;br /&gt;
*hold&lt;br /&gt;
*loot&lt;br /&gt;
*move_start&lt;br /&gt;
*move_stop&lt;br /&gt;
*prepare&lt;br /&gt;
*pull&lt;br /&gt;
*relax&lt;br /&gt;
*shoot&lt;br /&gt;
*switch&lt;br /&gt;
*switch_off&lt;br /&gt;
*teleport&lt;br /&gt;
*vampirism&lt;br /&gt;
*attach&lt;br /&gt;
*effect&lt;br /&gt;
*footstep_left&lt;br /&gt;
*footstep_right&lt;br /&gt;
*sound&lt;br /&gt;
*swoosh&lt;br /&gt;
*ragdoll&lt;br /&gt;
*cast_shadows&lt;br /&gt;
*receive_decals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4066</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4066"/>
		<updated>2017-10-23T08:04:29Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
The Preview window: in this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&amp;lt;br /&amp;gt;&lt;br /&gt;
*&amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Show Skeleton: Shows a stickfigure representation of your bone structure.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Re-Center: Puts your model back in the center.&amp;lt;br /&amp;gt;&lt;br /&gt;
*WireFrame: renders your model in the wireframe of its mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Reset: Resets your preview window.&amp;lt;br /&amp;gt;&lt;br /&gt;
*Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Animation List: this is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
The Animation Properties: these are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
*Filename:&lt;br /&gt;
*GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
*Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
*Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
*Active:&lt;br /&gt;
*Animation Name:&lt;br /&gt;
*Custom 1:&lt;br /&gt;
*Custom 2:&lt;br /&gt;
*Display Name:&lt;br /&gt;
*Duration: the total length of your animation in seconds.&lt;br /&gt;
*Initial Offset&lt;br /&gt;
*Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
*Package Name: the package you selected when you imported your resource&lt;br /&gt;
*Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
*Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
*Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
*Source File Short Name:&lt;br /&gt;
*Text Keys:&lt;br /&gt;
&lt;br /&gt;
Animation Time line: This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it. This is the list of textkeys and what they do:&lt;br /&gt;
*Textkey&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4065</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4065"/>
		<updated>2017-10-23T08:02:18Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage. This is illustrated in bullet A) and B) on this page.&lt;br /&gt;
&lt;br /&gt;
Now lets go over the vital components of the Animation Previewer.&lt;br /&gt;
&lt;br /&gt;
The Preview window: in this window your model will show and playback the selected animation. At the top shelve of the window you'll find an assort of buttons that manipulates the playback.&amp;lt;br /&amp;gt;&lt;br /&gt;
  &amp;lt;&amp;lt;Rotate&amp;gt;&amp;gt; : Lets you rotate your model. Alternatively your mouse buttons let you do similar navigation. Mouse click plus drag rotates the model, mouse wheel zooms in on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
  Show Skeleton: Shows a stickfigure representation of your bone structure.&amp;lt;br /&amp;gt;&lt;br /&gt;
  Re-Center: Puts your model back in the center.&amp;lt;br /&amp;gt;&lt;br /&gt;
  WireFrame: renders your model in the wireframe of its mesh.&amp;lt;br /&amp;gt;&lt;br /&gt;
  Continuous: Playsback your animation continuously and indefinitally, regardless from the fact your animation is looping or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
  Reset: Resets your preview window.&amp;lt;br /&amp;gt;&lt;br /&gt;
  Visual Picked: Lets your pick a different visual for your model representation, on the condition that the mesh is skinned to the same rig!&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Animation List: this is a list of all the animation you can preview, this list either shows a single animation or multiple animations depending on how you accessed the Animation Previewer. More on this on button A) and B) below.&lt;br /&gt;
&lt;br /&gt;
The Animation Properties: these are the same properties as listed in the Sidebar information when you select the animation resource in the Resource Browser. A quick run through:&lt;br /&gt;
  Filename:&lt;br /&gt;
  GUID: It's unique identifier in the engine. Each time you add a resource a new GUID is assigned to the resource, and it is never the same.&lt;br /&gt;
  Name: The name you gave it when you imported your resource. This can be modified at any time.&lt;br /&gt;
  Type ID: the type you selected when you imported your resource.&lt;br /&gt;
&lt;br /&gt;
  Active:&lt;br /&gt;
  Animation Name:&lt;br /&gt;
  Custom 1:&lt;br /&gt;
  Custom 2:&lt;br /&gt;
  Display Name:&lt;br /&gt;
  Duration: the total length of your animation in seconds.&lt;br /&gt;
  Initial Offset&lt;br /&gt;
  Looping: whether or not the engine needs to loop your animation.&lt;br /&gt;
  Package Name: the package you selected when you imported your resource&lt;br /&gt;
  Pose Bank: whether your animation data is an actual animation or a collection of poses. Poses banks are currently used to put corpses in various predefined poses. An animation flagged as pose bank never animates!&lt;br /&gt;
  Preview Visual Resource ID: predefine which visual should be use to preview this animation.&lt;br /&gt;
  Source File: the file and path you've selected when you imported your resource. TIP: you can change the source file if you want to update/replace your animation to a different source so you may keep the GUID set to the original resource. This is important if your GUID is already used at places and want to maintain this link.&lt;br /&gt;
  Source File Short Name:&lt;br /&gt;
  Text Keys:&lt;br /&gt;
&lt;br /&gt;
Animation Time line: This is the track that displays the length of the animation. The most important function of this element is to place text keys timed on your animation. To add a textkey simply right click on the track and pick a textkey from one of the presets. You can always start with the closest preset of what you need and customize it. This is the list of textkeys and what they do:&lt;br /&gt;
* Textkey&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=4064</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=4064"/>
		<updated>2017-10-23T07:03:26Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;1. Materials Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;2. Animation Waterfall Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;3. Default Animations Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;4. Resolved Animations Tab&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;5. Script Overrides Tab&amp;lt;/big&amp;gt;&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;6. Attachments Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;7. Cloths Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;8. Cloths Wind Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4063</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4063"/>
		<updated>2017-10-23T07:03:09Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4062</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4062"/>
		<updated>2017-10-23T07:02:52Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=4061</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=4061"/>
		<updated>2017-10-23T07:02:25Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Set Resource Panel&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Set Resource is recognized by the 3 purple running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;1) Overview&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;2) Put it on the tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, added those 3 you can add one more tab for each weapon animation set, one for sitting and one for laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found.&lt;br /&gt;
To add an animation simple select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Default: contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode&amp;lt;br /&amp;gt;&lt;br /&gt;
- Custom: contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Skills: contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__________________&amp;lt;br /&amp;gt;&lt;br /&gt;
Back to [[Panels]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Panels&amp;diff=4059</id>
		<title>Panels</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Panels&amp;diff=4059"/>
		<updated>2017-10-23T06:09:17Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Atmosphere panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Animation resource panel]] (Work In Progress)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Animation set resource panel]] (Work In Progress)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Arena level settings panel]] (Coming Soon)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:CombatGroupPanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Combat group panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:ContentBrowser_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Content browser]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Level settings window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Project settings window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Publish project window]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:RootTemplatePanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Root template panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Sidebar]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Visual resource panel]] (Work In Progress)&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LarianLogo_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Visual set resource panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorldMapRendererPanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[World map renderer panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorkAtmospherePanel_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[Work atmosphere panel]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:WorldOutliner_Icon.png|32px]] &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;[[World outliner]]&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=4026</id>
		<title>Animation set resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_set_resource_panel&amp;diff=4026"/>
		<updated>2017-10-20T13:05:14Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Created page with &amp;quot;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Set Resource Panel&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)  An Animation Set Resource is recognized by the 3 purple running men in the Content Browser. Double...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Set Resource Panel&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Set Resource is recognized by the 3 purple running men in the Content Browser. Double click it to open the Animation Set.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;1) Overview&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An animation set is the collection of simple names a character or item can have. Note that this list is a preset list but does not restrict the character to ONLY that list. In other words the functionality of a character or an item lies in code, and does not depend on this list, the list is merely a selection of simple names you wish to be exposed to.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;2) Put it on the tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
An animation set has a minumum of 3 tabs it starts with by default, added those 3 you can add one more tab for each weapon animation set, one for sitting and one for laying down. These additional sets are copies of the default tab which allows you to fill in different looking animations for each equipped weapon, or for when your character is sitting or laying down. All tabs automatically fall back to the Default tab if a requested animation is not found.&lt;br /&gt;
To add an animation simple select the animation you would like in the Content Browser and press the &amp;quot;&amp;lt;-&amp;quot; button next to the animation simple name slot.&lt;br /&gt;
&lt;br /&gt;
[[File:Animset 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's a overview of all possible tabs when activated:&amp;lt;br /&amp;gt;&lt;br /&gt;
- Default: contains a list of all default animations a character can do. The default tab is also the animation set that is being played when a character is in peace mode&amp;lt;br /&amp;gt;&lt;br /&gt;
- Custom: contains a blank list that is editable by the user so customised simple names can be added to a character. These animations can then be called upon by scripts.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Skills: contains a fixed list of simple names required for skills without weapon requirements. Skill with weapon requirements are listed in their respective weapon tab.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4025</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4025"/>
		<updated>2017-10-20T12:01:09Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &amp;lt;br /&amp;gt;&lt;br /&gt;
1 - double click your Visual Resource&amp;lt;br /&amp;gt;&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&amp;lt;br /&amp;gt;&lt;br /&gt;
3 - press Text Keys button of the animation set&amp;lt;br /&amp;gt;&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4024</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4024"/>
		<updated>2017-10-20T12:00:39Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;A) Shortcut to mushrooms.&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;B) I’d say we were taking the long way around...&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &lt;br /&gt;
1 - double click your Visual Resource&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&lt;br /&gt;
3 - press Text Keys button of the animation set&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=4023</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=4023"/>
		<updated>2017-10-20T12:00:13Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;1. Materials Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;2. Animation Waterfall Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;3. Default Animations Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;4. Resolved Animations Tab&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;5. Script Overrides Tab&amp;lt;/big&amp;gt;&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
We have [[Standard_Character_Animations|a list]] of available simple animation names and the races for which these animations have been made.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;6. Attachments Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;7. Cloths Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;8. Cloths Wind Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4022</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4022"/>
		<updated>2017-10-20T11:56:48Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Animation Resource Panel aka Animation Previewer&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
A) A shortcut to mushrooms.&lt;br /&gt;
&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
B) I’d say we were taking the long way around...&lt;br /&gt;
&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &lt;br /&gt;
1 - double click your Visual Resource&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&lt;br /&gt;
3 - press Text Keys button of the animation set&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Animprev 1.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4021</id>
		<title>Animation resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Animation_resource_panel&amp;diff=4021"/>
		<updated>2017-10-20T11:54:39Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Created page with &amp;quot;The Animation Resource Panel aka Animation Previewer (Page in Progress!)  An Animation Resource is recognized by the blue running man in the Content Browser. To open the anima...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Animation Resource Panel aka Animation Previewer (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
An Animation Resource is recognized by the blue running man in the Content Browser. To open the animation and access its meta data there are 2 ways you can do this. Both have the same outcome and technically it should not matter how you open it, but for each way has it's own advantage and disadvantage.&lt;br /&gt;
&lt;br /&gt;
Note that the previewer always forces itself to be highest on top. This might have the unwanted side effect that if you open another panel or any sort that this will be ordered behind the animation resource panel. This could unfortunately lead to the confusing situation where it might look that a certain panel didn't open, but simply is located BEHIND your animation resource panel.&lt;br /&gt;
&lt;br /&gt;
A) A shortcut to mushrooms.&lt;br /&gt;
&lt;br /&gt;
Double click the blue running man in your Content Browser and the animation resource panel will open in front of you. The animation previewer will now show that single animation file and all it's properties and Metadata. However the animation preview will ONLY be able to preview your animation on top of your visual if you have set a visual resource in the Preview Visual Resource ID property of your animation file. If you haven't set this, your time line will empty and your preview window will be blank. If that is the case, close the previewer, set the correct visual resource in the Sidebar and reopen the animation.&lt;br /&gt;
&lt;br /&gt;
insert image&lt;br /&gt;
&lt;br /&gt;
B) I’d say we were taking the long way around...&lt;br /&gt;
&lt;br /&gt;
You can also access your animation previewer by going through the Visual Resource that contains either the animation itself or the Animation Set Resource. To do this, &lt;br /&gt;
1 - double click your Visual Resource&lt;br /&gt;
2 - press Edit in the animation waterfall / or open the Default Animation tab&lt;br /&gt;
3 - press Text Keys button of the animation set&lt;br /&gt;
The Animation Previewer is now open and will show the entire list of all animations plugged into the animation set of your selected Visual Resource. This has the advantage you can cycle through them more quicky and that you don't need to have each animation with a predefined Preview Visual Resource ID in its properties.&lt;br /&gt;
&lt;br /&gt;
insert image&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3246</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3246"/>
		<updated>2017-09-25T09:11:25Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;1. Materials Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;2. Animation Waterfall Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;3. Default Animations Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;4. Resolved Animations Tab&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;5. Script Overrides Tab&amp;lt;/big&amp;gt;&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;6. Attachments Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;7. Cloths Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. Cloth properties simulate the fabric properties of cloth. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;8. Cloths Wind Tab&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab allows you to set all the wind properties of each model within your visual. Wind properties simulate the external properties that affects the cloth properties. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3245</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3245"/>
		<updated>2017-09-25T09:07:29Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
1. Materials Tab&amp;lt;br /&amp;gt;&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
2. Animation Waterfall Tab&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
3. Default Animations Tab&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
4. Resolved Animations Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
5. Script Overrides Tab&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
6. Attachments Tab&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
7. Cloths Tab&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
8. Cloths Wind Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3244</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3244"/>
		<updated>2017-09-25T09:01:18Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
1. Materials Tab&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
2. Animation Waterfall Tab&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
3. Default Animations Tab&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will result in the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
4. Resolved Animations Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
5. Script Overrides Tab&lt;br /&gt;
In this tab you can list all the animation sets that can be called upon through script. When you assign an animation set in this tab you should come up with a Simple Name for that set, a name that will be used in the script calls. When script calls this simple name than this animation set will overrides any other animation set currently set as default OR set in the animation waterfall. This also means, that if an animation is requested by the game engine while its NOT filled in the script overridden animation set, then nothing will be played. There is no fallback!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
6. Attachments Tab&lt;br /&gt;
Here you get an overview of all the bones the visual resource has and gives you the ability to attach visual effects to them. These attached visual effects are not depending on animation and will spawn when the visual is set on stage. It will also continuously play if the attached visual effect is set to looping, otherwise it will play once. At this point only visual effects resources can be attached, nothing else!&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
7. Cloths Tab&lt;br /&gt;
This tab allows you to set all the cloth properties of each model within your visual. The properties will only be applied to models that are exported with Vertex Painting.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
8. Cloths Wind Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3160</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3160"/>
		<updated>2017-09-21T08:06:39Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
1. Materials Tab&lt;br /&gt;
Here you find the list of each seperate object that was exported in your GR2 file. Each object will need a material in order to properly show in game. You can assign a material by selecting a material resource (purple sphere) and click on the '&amp;lt;-' button.&lt;br /&gt;
&lt;br /&gt;
TIP: Try to keep the amount of models as low as possible. The more models you have the more likeliness you create to encounter material sorting issues when special shaders are applied through status effects.&lt;br /&gt;
&lt;br /&gt;
IMPORTANT: Each skinned object is capped in the engine to a limit of 128 bones! This means if you have a character with a rig that has more than 128 bones that you will need to cut the mesh into 2 different models in your 3rd party modeling tool. For your own convenience, look for a place to cut your mesh where possible seams in texture and shaders are hardly visible.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
2. Animation Waterfall Tab&lt;br /&gt;
This tab lets you assign different Animation sets and arrange them in a top to down priority list. The game engine will waterfall down through all the animation sets to find the animation it needs. In the example below, the game engine will first look for its animation in the animation set Animals_Shark_ABC_Ghost and when it doesn't find what it needs it will continue its search in the animation set Animals_Shark_ABC_Default. This means that the animations assigned in a higher prioritized animation set will ALWAYS override the animations that are assigned in lower prioritized animations sets. You can assign an animation set by selecting an animation set resource (pink running men) and click on the '&amp;lt;-' button. Adding animation set is done by assigning it to the blanc slot, this will automatically adopt the animation set name and create a new blanc slot underneath it. By click-dragging the slots you can rearrange the priority order.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
3. Default Animations Tab&lt;br /&gt;
This tab is literally the same as having an animation set resource with the only fundamental difference that the animation set is embedded and exclusively for this visual ONLY.&lt;br /&gt;
&lt;br /&gt;
TIP: If you have no particular reason to embed the animation list into your visual, I would advise to avoid resorting to use this tab since you can just create an animation set resource instead and plug it in the waterfall like shown in the screenshot above. This will do the same while allow you the freedom to plug this default animation set in any other visual that is compatible with those animations as well.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
4. Resolved Animations Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
5. Script Overrides Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
6. Attachments Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
7. Cloths Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
8. Cloths Wind Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3159</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3159"/>
		<updated>2017-09-21T06:56:26Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
1. Materials Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab1.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
2. Animation Waterfall Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab2.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
3. Default Animations Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab3.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
4. Resolved Animations Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab4.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
5. Script Overrides Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab5.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
6. Attachments Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab6.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
7. Cloths Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab7.jpg|1280px|frameless]]&lt;br /&gt;
&lt;br /&gt;
8. Cloths Wind Tab&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals tab8.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3045</id>
		<title>Visual resource panel</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Visual_resource_panel&amp;diff=3045"/>
		<updated>2017-09-20T08:29:44Z</updated>

		<summary type="html">&lt;p&gt;Thierry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;The Visual Resource Panel&amp;lt;/big&amp;gt; (Page in Progress!)&lt;br /&gt;
&lt;br /&gt;
A Visual Resource is recognised by the grey little teapot in the Content Browser. To open it, double click the visual resource of your interest.&lt;br /&gt;
&lt;br /&gt;
[[File:Visuals open.jpg|1280px|frameless]]&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab8.jpg&amp;diff=3044</id>
		<title>File:Visuals tab8.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab8.jpg&amp;diff=3044"/>
		<updated>2017-09-20T08:17:30Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Cloths Wind&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Cloths Wind&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab7.jpg&amp;diff=3043</id>
		<title>File:Visuals tab7.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab7.jpg&amp;diff=3043"/>
		<updated>2017-09-20T08:17:00Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Cloths Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Cloths Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab6.jpg&amp;diff=3042</id>
		<title>File:Visuals tab6.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab6.jpg&amp;diff=3042"/>
		<updated>2017-09-20T08:15:48Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Attachments Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Attachments Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab5.jpg&amp;diff=3041</id>
		<title>File:Visuals tab5.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab5.jpg&amp;diff=3041"/>
		<updated>2017-09-20T08:15:24Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Script Overrides Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Script Overrides Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab4.jpg&amp;diff=3040</id>
		<title>File:Visuals tab4.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab4.jpg&amp;diff=3040"/>
		<updated>2017-09-20T08:14:43Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Resolved Animations Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Resolved Animations Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab3.jpg&amp;diff=3039</id>
		<title>File:Visuals tab3.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab3.jpg&amp;diff=3039"/>
		<updated>2017-09-20T08:14:18Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Default Animations Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Default Animations Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab2.jpg&amp;diff=3038</id>
		<title>File:Visuals tab2.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab2.jpg&amp;diff=3038"/>
		<updated>2017-09-20T08:13:34Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Animation Waterfall Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Animation Waterfall Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_tab1.jpg&amp;diff=3037</id>
		<title>File:Visuals tab1.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_tab1.jpg&amp;diff=3037"/>
		<updated>2017-09-20T08:13:10Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Materials Tab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Materials Tab&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Visuals_open.jpg&amp;diff=3036</id>
		<title>File:Visuals open.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Visuals_open.jpg&amp;diff=3036"/>
		<updated>2017-09-20T08:12:47Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Visual Resource: Overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visual Resource: Overview&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Animset_2.jpg&amp;diff=3035</id>
		<title>File:Animset 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Animset_2.jpg&amp;diff=3035"/>
		<updated>2017-09-20T08:11:42Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Animation Set Resource: What you need to know.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animation Set Resource: What you need to know.&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Animset_1.jpg&amp;diff=3034</id>
		<title>File:Animset 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Animset_1.jpg&amp;diff=3034"/>
		<updated>2017-09-20T08:10:23Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Animation Set Resource: Overview&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animation Set Resource: Overview&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Animprev_2.jpg&amp;diff=3033</id>
		<title>File:Animprev 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Animprev_2.jpg&amp;diff=3033"/>
		<updated>2017-09-20T08:09:45Z</updated>

		<summary type="html">&lt;p&gt;Thierry: Animation Preview Panel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Animation Preview Panel&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=File:Animprev_1.jpg&amp;diff=3032</id>
		<title>File:Animprev 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=File:Animprev_1.jpg&amp;diff=3032"/>
		<updated>2017-09-20T08:09:18Z</updated>

		<summary type="html">&lt;p&gt;Thierry: From Visual to Animation Preview Panel.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From Visual to Animation Preview Panel.&lt;/div&gt;</summary>
		<author><name>Thierry</name></author>
	</entry>
</feed>