Difference between revisions of "Standard Character Animations"

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This page lists recognised animation names that you can pass to [[Osiris/API/PlayAnimation|PlayAnimation]] and [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] Osiris calls, and to the [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|CharacterPlayAnimation and CharacterSetAnimationOverride]] behaviour script calls. They are the [[Visual_resource_panel|"simple names"]] of the available animations for the player races. Undead and living characters use the same animations. Eternals use the human animations.
 
This page lists recognised animation names that you can pass to [[Osiris/API/PlayAnimation|PlayAnimation]] and [[Osiris/API/SetAnimationOverride|SetAnimationOverride]] Osiris calls, and to the [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|CharacterPlayAnimation and CharacterSetAnimationOverride]] behaviour script calls. They are the [[Visual_resource_panel|"simple names"]] of the available animations for the player races. Undead and living characters use the same animations. Eternals use the human animations.
  
Looping animations must be played as an animation override, non-looping animations as a regular animation.
+
The columns with an "x" indicate that the animation has been at least "blocked out" for this gender/race combination, and in most cases has already been polished as well (some animations still need a final polish step). This means that you can use the animations for these cases. In other cases, the animation may either fallback to another animation, not do anything all, or play a stub animation that looks completely ridiculous. It depends on the [[Visual_resource_panel|animation waterfall]].
 +
 
  
The columns with an "x" indicate that the animation has been at least "blocked out" for this gender/race combination, and in most cases has already been polished as well (some animations still need a final polish step). This means that you can use the animations for these cases. In other cases, the animation may either fallback to another animation, not do anything all, or play a stub animation that looks completely ridiculous. It depends on the [[Visual_resource_panel|animation waterfall]].
+
Important things to keep in mind:
 +
* Looping animations must be played as an animation override, non-looping animations as a regular animation.
 +
* Do not directly play sitting/lying animations on characters that are still standing, that won't work. You can only play these animations on characters that are already sitting/lying. Making characters sit/lie can be done by making them use items that have a sit resp. lie "socket" and action associated with them, such as chairs resp. beds. See e.g. [[How to make an NPC sit]].
  
 
There are more animations than the ones below:
 
There are more animations than the ones below:
* several are tied to statuses and it is preferable to activate them that way. E.g. there are "ill" variants of sitting, standing and lying, but those are used automatically when a character with the DISEASED status sits/stands/lies down. For gameplay reasons, it is generally preferable to use the status instead.
+
* several are tied to statuses and it is preferable to activate them that way. E.g. there are "ill" variants of sitting, standing and lying, but those are used automatically when a character with the DISEASED status sits/stands/lies down. For gameplay reasons, it is generally better to use the status instead, as it will make it clear to the player why the character is acting that way and it will switch seamlessly to the right animation as the character e.g. gets up from sitting.
 
* several are tied to attacking using various weapons. Use the Osiris API [[Osiris/API/PlayAnimation|CharacterAttack]] or behaviour script API [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|CharacterAttack]] to trigger the correct version depending on the current weapon equipped by the character.
 
* several are tied to attacking using various weapons. Use the Osiris API [[Osiris/API/PlayAnimation|CharacterAttack]] or behaviour script API [[Character_and_Item_Script_Triggers,_Calls,_and_Queries|CharacterAttack]] to trigger the correct version depending on the current weapon equipped by the character.
 
* several are tied to spell casting. These still have to be added to the table below. The are supported for all standard races, but not for children. You can find a list of these in the Osiris goal "_Global_CharacterAnimations" of the shared mod. The second string of every "DB_GLO_CharacterAnimation" entry in that file is an animation name.
 
* several are tied to spell casting. These still have to be added to the table below. The are supported for all standard races, but not for children. You can find a list of these in the Osiris goal "_Global_CharacterAnimations" of the shared mod. The second string of every "DB_GLO_CharacterAnimation" entry in that file is an animation name.
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|-
 
|-
 
|||Detonate_01||||x||||||||||||||||||||||||||||
 
|||Detonate_01||||x||||||||||||||||||||||||||||
 +
|-
 +
|||Distressed_01||||||||||||||||||||||||||||x||||
 
|-
 
|-
 
|||Dust_Off_01||||x||x||||x||x||||x||x||||x||x||||||||
 
|||Dust_Off_01||||x||x||||x||x||||x||x||||x||x||||||||
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|||Hung_01_Loop||||x||||||||||||||||||||x||||||||
 
|||Hung_01_Loop||||x||||||||||||||||||||x||||||||
 
|-
 
|-
|||Hung_02_Loop (dead)||||x||x||||x||x||||x||x||||x||x||||||||
+
|||Hung_02_Loop||||x||x||||x||x||||x||x||||x||x||||||||(dead)
 
|-
 
|-
 
|||Hung_03_Loop||||x||||||||||||||||||||||||||||(alive & kicking by the neck)
 
|||Hung_03_Loop||||x||||||||||||||||||||||||||||(alive & kicking by the neck)
 
|-
 
|-
|||Hung_04_Loop (tied up and alive)||||x||x||||x||x||||x||x||||x||x||||||||
+
|||Hung_04_Loop||||x||x||||x||x||||x||x||||x||x||||||||(tied up and alive)
 
|-
 
|-
 
|||Injured_01_Loop||||x||||||||||||x||||||||||||||||
 
|||Injured_01_Loop||||x||||||||||||x||||||||||||||||
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!Non-Custom Animation Useable by Script
 
!Non-Custom Animation Useable by Script
 
|-
 
|-
|||cower||||x||x||||x||x||||x||x||||x||x||||x||||
+
|||cower||||x||x||||x||x||||x||x||||x||x||||x||||Loop animation
 
|-
 
|-
 
|||use_inspect||||x||x||||x||x||||x||x||||x||x||||||||
 
|||use_inspect||||x||x||||x||x||||x||x||||x||x||||||||
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|||stillmental||||x||x||||x||x||||x||x||||x||x||||x||||Loop animation
 
|||stillmental||||x||x||||x||x||||x||x||||x||x||||x||||Loop animation
 
|-
 
|-
|||knockdown_loop||||x||x||||x||x||||x||x||||x||x||||||||
+
|||knockdown_loop||||x||x||||x||x||||x||x||||x||x||||||||Loop animation
 
|-
 
|-
 
|||use_craft||||x||x||||x||x||||x||x||||x||x||||||||
 
|||use_craft||||x||x||||x||x||||x||x||||x||x||||||||
 
|}
 
|}

Latest revision as of 08:42, 8 May 2018

This page lists recognised animation names that you can pass to PlayAnimation and SetAnimationOverride Osiris calls, and to the CharacterPlayAnimation and CharacterSetAnimationOverride behaviour script calls. They are the "simple names" of the available animations for the player races. Undead and living characters use the same animations. Eternals use the human animations.

The columns with an "x" indicate that the animation has been at least "blocked out" for this gender/race combination, and in most cases has already been polished as well (some animations still need a final polish step). This means that you can use the animations for these cases. In other cases, the animation may either fallback to another animation, not do anything all, or play a stub animation that looks completely ridiculous. It depends on the animation waterfall.


Important things to keep in mind:

  • Looping animations must be played as an animation override, non-looping animations as a regular animation.
  • Do not directly play sitting/lying animations on characters that are still standing, that won't work. You can only play these animations on characters that are already sitting/lying. Making characters sit/lie can be done by making them use items that have a sit resp. lie "socket" and action associated with them, such as chairs resp. beds. See e.g. How to make an NPC sit.

There are more animations than the ones below:

  • several are tied to statuses and it is preferable to activate them that way. E.g. there are "ill" variants of sitting, standing and lying, but those are used automatically when a character with the DISEASED status sits/stands/lies down. For gameplay reasons, it is generally better to use the status instead, as it will make it clear to the player why the character is acting that way and it will switch seamlessly to the right animation as the character e.g. gets up from sitting.
  • several are tied to attacking using various weapons. Use the Osiris API CharacterAttack or behaviour script API CharacterAttack to trigger the correct version depending on the current weapon equipped by the character.
  • several are tied to spell casting. These still have to be added to the table below. The are supported for all standard races, but not for children. You can find a list of these in the Osiris goal "_Global_CharacterAnimations" of the shared mod. The second string of every "DB_GLO_CharacterAnimation" entry in that file is an animation name.
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
Customs from Still to Still
Activate_01
Annoyed_01 x x x x x
<character>_Custom_<name> Attention_01 x x x x x x
Attention_02
Attention_03
Attentive_01 x
Beg_01 x
BehindBars_01
BehindBars_02
Bellringer_01 x
Blacksmith_01 x x x
Blacksmith_02 x x x
Bored_01 x x
Bored_02 x x
Bored_03 x x x x x x x x
Bow_01 x x x Using Bow_03 for the moment (Human female)
Bow_02 x
Bow_03 x
Bow_04
Bow_05 x
Cast_Ritual_01
Check_Neck_01 x x x x x x x x
Cheer_01 x x x x x x
Cheer_02 x x x x x x
Cheer_03 x x x x x x
Chicken_01
Chicken_02
Chicken_03
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
Chicken_Idle_01
Chuckle_01 x
Chuckle_02 x
Clap_01 x
Clap_02
Clap_03 x
Clap_04 x x x
Clean_Floor_01 (mop with water) x x x x
Clean_Floor_02 (with broom) x x x x
Cooking_01 x x x x
Cower_01 x x x x x x x x
Cower_02 x x x x x x x x
Crying_01 x x x x x
Curtsey_01 x
Dance_01 x x x x x x x x x
Depressed_01 x x x x x
Detonate_01 x
Distressed_01 x
Dust_Off_01 x x x x x x x x
Fidget_Forward_01 x x x
Fidget_Forward_02 x x x x
Fidget_High_01 x
Fidget_High_02 x
Fidget_Low_01 x x x x x x x x
Fidget_Low_02 x x x x
Fidget_Low_03 x x x x
Fidget_Use_01 x x x
Fidget_Use_02 x x x
Flex_01
Flirt_01
Fumble_01 x
Guitarsmash_01 x
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
Halt_01
Ignore_01 x
Intimidate_01
Intimidate_02 x
Kiss_01 x
Kneel_01 x
Kneel_02
Laugh_01
Laugh_02
Listen_01 x x x x x x x x
LoadingCart_01 x x x
Look_Down_Long_01 x x x x x x x
Look_Down_Short_01 x x x x x x x x
Look_Left_Long_01
Look_Left_Short_01 x x x x x x x x
Look_Right_Long_01 x
Look_Right_Short_01 x x x x x x x x
Look_Up_Long_01 x x
Look_Up_Short_01
Look_Up_Short_02 x x x x x x x x
Mindcontrol_01 x
Mine_01
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
No_01 x x x x
No_02 x x x x
No_03 x x x x
No_04
No_05
No_06 x
Perform_01
Perform_02
Perform_03
Pickpocket_01 x x x x x x x x
Play_Lute_01 x
Point_01
Potion_Rub_01
Pray_01 x x x x x x x x x
Pst_01 x
Pst_02
Pst_03 x x x x x x
Pst_04
Stand_Read_01 x x x x x x
Repair_01 x x x x x
Revolt_01
Revolt_02
Salute_01 (military) x x x
Salute_02
Salute_03
Salute_04
Salute_05
Salute_06
Salute_07 (casual) x x
Search_Book_01
Shout_01 x x x
Shrug_01 x x
Sigh_01 x x x x x
Sooth_01 x
Sow_02
Surprise_01
Surprise_02
Tapping_Beer_01 x
Tapping_Beer_02 x
Taunt_01 x
Taunt_02
Teleport_01 x x x x x x x x
Think_01 x x x x x x x x
Think_02 x x x x x x x x
Throw_Away_01
Throw_Up_01
Throw_Water_01 x
Tired_01 x x x x
Trader_01 x x x x x x
Trader_02 x x x x x x
Trader_03 x x x x x x
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
Victory_01 x x x x x x x x
Victory_02 x x x x x x x x
Warm_Hands_01 x x x
Wave_01
Wave_02 x x x
Wave_03
Whistle_01 x
Wipe_Table_01 x x x x x
Worship_01 x x x x x x x x
Write_01 x x x x x
Yawn_01 x x x
Yes_01 x x x x x x
Yes_02
Yes_03 x
Yes_04 x x x x x x
Yes_05
Customs from Sit to Sit
Sit_Angry_01
Sit_Annoyed_01 x
<character>_Custom_Sit_<name> Sit_Bored_01 x x x x x x x x
Sit_Bored_02 x x x x x x x x
Sit_Chuckle_01 x
Sit_Cough_01 x
Sit_Drink_01 x x x x x
Sit_Laugh_01
Sit_Laugh_02
Sit_Look_Left_01 x x x x x x x x
Sit_Look_Right_01 x x x x x x x x
Sit_No_01 x
Sit_No_02
Sit_Praise_01 x
Sit_Pray_01 x x x x
Sit_Read_01 x x x x
Sit_Reject_01 x
Sit_Salute_01 x
Sit_Sigh_01 x x
Sit_Sneeze_01 x
Sit_Surprise_01
Sit_Tired_01 x
Sit_Yes_01 x
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
Customs Self Loopings
BarStand_01_Loop
Chained_01_Loop x
<character>_Custom_<name>_Loop Cower_03_Loop x x x
Crucified_01_Loop x x
Dance_02_Loop
Dig_01_Loop x x
Execution_01_Loop x x x
Guard_SH_01_Loop x
Guard_Pole_01_Loop x Human female changed to SH instead of Pole
Hung_01_Loop x x
Hung_02_Loop x x x x x x x x (dead)
Hung_03_Loop x (alive & kicking by the neck)
Hung_04_Loop x x x x x x x x (tied up and alive)
Injured_01_Loop x x
Insane_01_Loop x x
Kneel_01_Loop x x x x x x x x
Lie_Tied_Up_01_Loop x x x x x x x x
Lie_Tied_Up_01_End x x x x x x x x
Play_Lute_02_Loop x x
Rake_01_Loop x x x
Sing_01_Loop x x x
Search_Book_01_Loop x
Sad_01_Loop x x
Sit_Crying_01_Loop x
Sit_Read_02_Loop (neutral) x x x
Sit_Read_03_Loop (funny) x x
Sit_Read_04_Loop (annoyed) x x
Sit_Read_05_Loop (agree) x x
Sit_Sleep_01_Loop x
Sit_Sleep_02_Loop
Sit_Write_01_Loop x x x x
Sow_01_Loop
Stand_Drink_01_Loop
Stand_Drink_02_Loop
Stand_Read_01_Loop x x
Stare_01_Loop x x
Tied_Up_01_Loop x
Training_2HS_01_Loop
Training_Bow_01_Loop
Custom Animation Name Human Male Human Female Elven Male Elven Female Dwarven Male Dwarven Female Lizard Male Lizard Female Human Child Comments
Non-Custom Animation Useable by Script
cower x x x x x x x x x Loop animation
use_inspect x x x x x x x x
use_activate x x x x x x x x
use_dig x x x x x x x
stilldrunk x x x x x x x x Loop animation
stillmental x x x x x x x x x Loop animation
knockdown_loop x x x x x x x x Loop animation
use_craft x x x x x x x x