Animation List: Difference between revisions

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== Movement Animations ==
== Movement Animations ==


 
'''walk1'''               --- generic walk cycle   
walk1                --- generic walk cycle   
      
      
walk2                --- generic walk cycle   
'''walk2'''               --- generic walk cycle   
 
walk_torch          --- generic walk cycle, carrying an object in left hand   
'''walk_torch'''           --- generic walk cycle, carrying an object in left hand   
   
   
walk_cautious_ready  --- generic walk cycle, slower       
'''walk_cautious_ready'''   --- generic walk cycle, slower       


walk_blind     --- staggering forward with arm covering face
'''walk_blind'''     --- staggering forward with arm covering face


walk_alerted        -- patrolling with weapon out
'''walk_alerted'''         -- patrolling with weapon out


run                  --- generic run cycle   
'''run'''                 --- generic run cycle   


run_torch            --- generic run cycle, carrying object in left hand         
'''run_torch'''           --- generic run cycle, carrying object in left hand         


     anim run_charge              models/md5/chars/guards/proguard/run_charge.md5anim
     anim run_charge              models/md5/chars/guards/proguard/run_charge.md5anim

Revision as of 18:46, 26 May 2010

This is a placeholder list of animations, so mappers know what is available.

This is the list used for all regular, humanoid characters. It does not apply to undead, monsters, or the like. The most up-to-date list can be found in tdm_ai_guard_proguard_devel.def.

Some animations have been "replaced" for individual characters. For example, it is not generally appropriate for nobleman characters to spit on the floor, so when that animation is called randomly on a nobleman character, it is replaced with a different idle animation (specified in the nobleman def file). If an animation is not working as expected, check the .def file for the character in question.

Movement Animations

walk1 --- generic walk cycle

walk2 --- generic walk cycle

walk_torch --- generic walk cycle, carrying an object in left hand

walk_cautious_ready --- generic walk cycle, slower

walk_blind --- staggering forward with arm covering face

walk_alerted -- patrolling with weapon out

run --- generic run cycle

run_torch --- generic run cycle, carrying object in left hand

   anim run_charge              models/md5/chars/guards/proguard/run_charge.md5anim
   {
       frame 1     footstep
       frame 10    footstep
   }
   //check that footsteps sync up
   anim search1                 models/md5/chars/guards/proguard/search.md5anim
   {
       frame 1     footstep
       frame 30    footstep
   }
   
   anim search1_sword                 models/md5/chars/guards/proguard/search_sword.md5anim
   {
       frame 1     footstep
       frame 30    footstep
   }


   anim search2                 models/md5/chars/guards/proguard/search2.md5anim
   {
       frame 1     footstep
       frame 21    footstep
   }
   anim search_torch1           models/md5/chars/guards/proguard/search_torch.md5anim
   {
       frame 1     footstep
       frame 30    footstep
   }
   anim search_torch2           models/md5/chars/guards/proguard/search2_torch.md5anim
   {
       frame 1     footstep
       frame 21    footstep
   }

anim turn_left models/md5/chars/guards/proguard/idle_turn_90_lft.md5anim

anim turn_right models/md5/chars/guards/proguard/idle_turn_90_rgt.md5anim

anim idle_turn_180_lft models/md5/chars/guards/proguard/idle_turn_180_lft.md5anim

anim idle_turn_180_rgt models/md5/chars/guards/proguard/idle_turn_180_rgt.md5anim


anim combat_turn_left models/md5/chars/guards/proguard/combat_turn_90_lft.md5anim

anim combat_turn_right models/md5/chars/guards/proguard/combat_turn_90_rgt.md5anim


//****************************************** // idle animations: // ******************************************

    anim idle                   models/md5/chars/guards/proguard/idle.md5anim
    anim idle_drunk		models/md5/chars/guards/proguard/idle_drunk.md5anim
    anim idle_torch             models/md5/chars/guards/proguard/idle_torch.md5anim

//****************************************** // randomly called idle animations: // ******************************************

   anim idle_armwipe           models/md5/chars/guards/proguard/idle_armwipe.md5anim
   {
       frame 32    sound tdm_brush01
   }
   anim idle_arm_scratch       models/md5/chars/guards/proguard/idle_arm_scratch.md5anim
   {
       frame 17    sound tdm_brush01
   }
   anim idle_stretch           models/md5/chars/guards/proguard/idle_stretch.md5anim
   {
       frame 30    sound_voice tdm_stretch
   }


   anim idle_adjusting_belt    models/md5/chars/guards/proguard/idle_adjusting_belt.md5anim
   anim idle_scuff             models/md5/chars/guards/proguard/idle_scuff.md5anim
   anim idle_scuff_torch             models/md5/chars/guards/proguard/idle_scuff_torch.md5anim
   anim idle_standontoes       models/md5/chars/guards/proguard/idle_standontoes.md5anim
   anim idle_check_hand    models/md5/chars/guards/proguard/idle_check_hand.md5anim
   anim idle_stretch02    models/md5/chars/guards/proguard/idle_stretch02.md5anim
   {
       frame 80    sound_voice tdm_stretch
   }
   anim idle_shifting1         models/md5/chars/guards/proguard/idle_shifting1.md5anim
   {
       frame 15    footstep
       frame 127    footstep
   }
   anim idle_shifting2         models/md5/chars/guards/proguard/idle_shifting2.md5anim
   anim idle_sneeze            models/md5/chars/guards/proguard/idle_sneeze.md5anim
   {
       no_random_headturning
       frame 20    sound_voice tdm_male_sneeze
   }
   anim idle_nose_wipe        models/md5/chars/guards/proguard/idle_nose_wipe.md5anim
   {
       no_random_headturning
       frame 28    sound_voice tdm_sniff
   }
   anim idle_nosewipe_short      models/md5/chars/guards/proguard/idle_nosewipe_short.md5anim
   {
       no_random_headturning
       frame 28    sound_voice tdm_sniff
   }
   anim idle_spit              models/md5/chars/guards/proguard/idle_spit.md5anim
   {
       no_random_headturning
       frame 20    sound_voice tdm_spit
   }
   anim idle_cough             models/md5/chars/guards/proguard/idle_cough.md5anim
   {
       no_random_headturning
       frame 13    sound_voice snd_cough
   }
   anim idle_cough02             models/md5/chars/guards/proguard/idle_cough02.md5anim
   {
       no_random_headturning
       frame 13    sound_voice snd_cough
   }
   anim idle_eat               models/md5/chars/guards/proguard/idle_eat.md5anim
   {
       no_random_headturning
       frame 90    sound_voice tdm_chew
   }


//*************************************** // Conversation animations //***************************************

   anim idle_talk1             models/md5/chars/guards/proguard/idle_talk1.md5anim
   anim idle_talk2             models/md5/chars/guards/proguard/idle_talk2.md5anim
   anim idle_talk3             models/md5/chars/guards/proguard/idle_talk3.md5anim
   anim idle_talk4             models/md5/chars/guards/proguard/idle_talk4.md5anim


//*************************************** // Combat animations //***************************************

   anim pain                   models/md5/chars/guards/proguard/pain.md5anim
   {frame 1							call overrideLegs}
   anim cower1                 models/md5/chars/guards/proguard/cower1.md5anim
   anim cower2                 models/md5/chars/guards/proguard/cower2.md5anim
   anim pain_torch             models/md5/chars/guards/proguard/pain_torch.md5anim
   {
   frame 1							call overrideLegs
   }
   anim throw                  models/md5/chars/guards/proguard/throw.md5anim

{ frame 21 launch_missile RightHand }

   anim draw                   models/md5/chars/guards/proguard/drawsword.md5anim
   {
       frame 16    reattach        melee_weapon hand_r
       frame 16    sound_weapon    snd_drawsword
       frame 16    set_combat_flag melee   // enable melee combat now
   }
   anim sheath                 models/md5/chars/guards/proguard/sheathe_sword.md5anim
   {
      frame 19     clear_combat_flag   melee // disable melee attacks now
      frame 19     reattach        melee_weapon hip_sheath_l
      frame 16     sound_weapon snd_sheathesword
   }
   anim draw_hammer              models/md5/chars/guards/proguard/draw_hammer.md5anim
   {
       frame 15    reattach        melee_weapon hand_r
       frame 15    set_combat_flag melee   // enable melee combat now
   }
   anim sheathe_hammer           models/md5/chars/guards/proguard/sheathe_hammer.md5anim
   {
      frame 15     clear_combat_flag   melee // disable melee attacks now
      frame 15     reattach        melee_weapon slung_across_back_rl
   }
   anim drawBow                 models/md5/chars/guards/proguard/combat_bow_draw.md5anim
   {
       frame 16    reattach        missile_weapon hand_l_bow
       frame 16    set_combat_flag ranged   // enable ranged combat now
   }
   anim sheathBow                 models/md5/chars/guards/proguard/combat_bow_holster.md5anim
   {
      frame 19     clear_combat_flag   ranged // disable ranged attacks now
      frame 19     reattach        missile_weapon bow_holster_pos_rl
   }
   anim combat_idle_sword       models/md5/chars/guards/proguard/combat_sword_idle.md5anim
   anim combat_idle_sword_torch models/md5/chars/guards/proguard/combat_sword_idle_torch.md5anim
   anim combat_idle_bow         models/md5/chars/guards/proguard/combat_bow_idle.md5anim
   anim ranged_attack           models/md5/chars/guards/proguard/combat_bow_aim_fire_reload.md5anim

{ frame 18 launch_missile LeftHand }

   anim melee_attack_RL        models/md5/chars/guards/proguard/combat_sword_attack_left.md5anim 
   {
       prevent_idle_override
       frame 15    melee_hold
       frame 16    melee_attack_start melee_weapon slash_rl        
       frame 19    sound snd_swing
       frame 27    melee_attack_stop melee_weapon
   }
   anim melee_attack_LR        models/md5/chars/guards/proguard/combat_sword_attack_right.md5anim 
   {
       prevent_idle_override
       frame 15    melee_hold
       frame 16    melee_attack_start melee_weapon slash_lr
       frame 19    sound snd_swing
       frame 25    melee_attack_stop melee_weapon
   }
   anim melee_attack_Over       models/md5/chars/guards/proguard/combat_sword_attack_overhead.md5anim 
   {
       prevent_idle_override
       frame 15    melee_hold
       frame 16    melee_attack_start melee_weapon overhead
       frame 19    sound snd_swing
       frame 25    melee_attack_stop melee_weapon
   }
   anim melee_attack_Thrust       models/md5/chars/guards/proguard/combat_sword_attack_thrust.md5anim 
   {
       prevent_idle_override
       frame 19    melee_hold
       frame 24    melee_attack_start melee_weapon thrust
       frame 29    sound snd_swing
       frame 34    melee_attack_stop melee_weapon
   }
   
   anim melee_parry_RL         models/md5/chars/guards/proguard/combat_sword_parry_left.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon left
       frame 7 melee_parry_stop melee_weapon
   }
   anim melee_parry_LR         models/md5/chars/guards/proguard/combat_sword_parry_right.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon right
       frame 7 melee_parry_stop melee_weapon
   }
   anim melee_parry_Over         models/md5/chars/guards/proguard/combat_sword_parry_overhead.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon overhead
       frame 7 melee_parry_stop melee_weapon
   }
   anim melee_parry_Thrust         models/md5/chars/guards/proguard/combat_sword_parry_thrust.md5anim
   {
       prevent_idle_override
       frame 6 melee_hold
       frame 5 melee_parry_start melee_weapon thrust
       frame 7 melee_parry_stop melee_weapon
   }
   anim failed_ko                  models/md5/chars/guards/proguard/failed_ko.md5anim


//************************ // Sitting Animations //**************************

   anim sit_down               models/md5/chars/guards/proguard/sit_down.md5anim
   {
       frame 1         disableWalkIK
   }
   anim sit_up                 models/md5/chars/guards/proguard/sit_up.md5anim
   {
       frame 40        enableWalkIK
   }
   anim idle_sit               models/md5/chars/guards/proguard/sit_idle.md5anim


   anim idle_sit_2               models/md5/chars/guards/proguard/sit_idle2.md5anim
   anim idle_sit_shift1               models/md5/chars/guards/proguard/sit_idle2.md5anim
   {

frame 1 call overrideLegs }


   anim idle_sit_cough01              models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning

       frame 27    sound_voice snd_cough
   }
   anim idle_sit_tap01               models/md5/chars/guards/proguard/sit_idle_tap01.md5anim
   {

frame 1 call overrideLegs

   	frame 6		sound bullet_impact_wood
   	frame 13    sound bullet_impact_wood
   	frame 21    sound bullet_impact_wood
   }
   anim idle_sit_armdrop01            models/md5/chars/guards/proguard/sit_idle_armdrop01.md5anim
   anim idle_sit_neckscratch            models/md5/chars/guards/proguard/sit_idle_neckscratch.md5anim
   

//************************ // other //**************************

   anim use_righthand          models/md5/chars/guards/proguard/use_righthand.md5anim
   anim kneel_down             models/md5/chars/guards/proguard/kneel_down.md5anim 
   {

ai_no_turn // should keep ai from spinning around during animation

   }


   anim sit_2_sleep_lft        models/md5/chars/guards/proguard/sit_2_sleep_lft.md5anim

{ frame 1 disableClip }

   anim sit_2_sleep_rgt        models/md5/chars/guards/proguard/sit_2_sleep_rgt.md5anim  

{ frame 1 disableClip }


   anim sleep_2_sit_lft        models/md5/chars/guards/proguard/sleep_2_sit_lft.md5anim

{ frame 50 enableClip }

   anim sleep_2_sit_rgt        models/md5/chars/guards/proguard/sleep_2_sit_rgt.md5anim 

{ frame 50 enableClip }

   anim sleep_idle_lft         models/md5/chars/guards/proguard/sleep_idle_lft.md5anim
   anim sleep_idle_rgt         models/md5/chars/guards/proguard/sleep_idle_rgt.md5anim 
   
   anim bottle_drink01         models/md5/chars/guards/proguard/bottle_drink01.md5anim
   { 
   	no_random_headturning

frame 23 sound_voice tdm_drinking

   	frame 25                  sound   tdm_bottle_slosh
   }
   anim bottle_drink02         models/md5/chars/guards/proguard/bottle_drink02.md5anim
   {

no_random_headturning frame 25 sound tdm_bottle_slosh frame 30 sound_voice tdm_drinking

   }
   anim bottle_idle01		models/md5/chars/guards/proguard/bottle_idle01.md5anim // holds up to chest


anim bottle_idle02 models/md5/chars/guards/proguard/bottle_idle02.md5anim // holds down by side

   {

frame 23 sound tdm_bottle_slosh }

   anim bottle_idle03		models/md5/chars/guards/proguard/bottle_idle03.md5anim // looks at bottle
   {

frame 30 sound tdm_bottle_slosh }


   anim bottle_scratch		models/md5/chars/guards/proguard/bottle_scratch.md5anim
   {
       frame 17    sound tdm_brush01
   }
   
   anim bottle_sit_idle	models/md5/chars/guards/proguard/bottle_sit_idle.md5anim
   {
   	no_random_headturning
   }

// Tels: Put the drinking bottle down. Detaching it should restore idle animations. // TODO: anim is a placeholder

   anim bottle_putdown		models/md5/chars/guards/proguard/playcards_idle_draw.md5anim
   { 
   	no_random_headturning
   	frame 25		sound		tdm_bottle_slosh

frame 80 putdown bottle

   }
   anim playcards_idle       models/md5/chars/guards/proguard/playcards_idle.md5anim
   anim playcards_idle_lift       models/md5/chars/guards/proguard/playcards_idle_lift.md5anim
   anim playcards_idle_draw       models/md5/chars/guards/proguard/playcards_idle_draw.md5anim
   { 
   	no_random_headturning

frame 1 call overrideLegs frame 64 attach atdm:prop_single_card card hand_r frame 65 sound tdm_draw_card frame 93 destroy card

   	frame 98			sound_voice snd_reaction

}

// tels TODO: anim is a placeholder

   anim drink_righthand		models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning frame 8 pickup AIUSE_DRINK bottle hand_l frame 27 sound_voice tdm_drinking frame 84 putdown bottle

   }

// tels TODO: anim is a placeholder

   anim bottle_pickup		models/md5/chars/guards/proguard/playcards_idle_draw.md5anim
   {

no_random_headturning frame 8 pickup AIUSE_DRINK bottle hand_l

   	frame 12		sound		tdm_bottle_slosh
   }

// TODO: anim is a placeholder

   anim eat_righthand		models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning frame 8 pickup AIUSE_EAT food hand_l frame 27 sound_voice snd_eat frame 84 drop food

   }

// TODO: anim is a placeholder

   anim eat_apple_lefthand		models/md5/chars/guards/proguard/sit_idle_cough01.md5anim
   {

no_random_headturning //frame 8 pickup AIUSE_EAT food hand_l frame 8 attach atdm:moveable_food_apple food hand_l frame 27 sound_voice snd_eat // replace apply by droppable apple core frame 45 destroy food frame 45 attach atdm:drop_apple_core food hand_l // now drop it frame 96 drop food

   }

// Tels: Put the left hand with item to the center, put right hand near left hand, "activate" // entity in left hand, relax hands. Used f.i. for putting a lantern off or on. // TODO: anim is a placeholder

   anim activate_in_lefthand		models/md5/chars/guards/proguard/idle_warmhands.md5anim
   { 
   	no_random_headturning

// commented out until recompile for windows // frame 40 activate_at_joint hand_l

   	frame 60		sound_voice			snd_reaction

}

// Tels: Put forward the right hand and activate entity (default: AIUSE_LIGHT) in world near right hand.

   anim use_with_righthand			models/md5/chars/guards/proguard/use_righthand.md5anim
   { 
   	no_random_headturning

// commented out until recompile for windows // frame 40 activate_near AIUSE_LIGHT hand_r

   	frame 60		sound_voice		snd_reaction

}

// Tels: Putdown the entity held in the left hand (standing animation). // TODO: anim is a placeholder

   anim putdown_lefthand		models/md5/chars/guards/proguard/idle_warmhands.md5anim
   {
   	no_random_headturning

frame 40 drop light }

//*************************************** // Specific character animations //***************************************

anim idle_beggar models/md5/chars/guards/proguard/idle_beggar.md5anim anim idle_nosewipe_beggar models/md5/chars/guards/proguard/idle_nosewipe_beggar.md5anim

   {
       no_random_headturning
       frame 28    sound_voice tdm_sniff
   }
   
   // revenant 'sleep' animations
   anim rev_sleep_lft    models/md5/chars/guards/proguard/rev_sleep_lft.md5anim
   anim rev_sleep_rght   models/md5/chars/guards/proguard/rev_sleep_rght.md5anim


//*************************************************** // flavour animations to be called by scripts or triggers: //***************************************************

    anim idle_warmhands         models/md5/chars/guards/proguard/idle_warmhands.md5anim
   {
       frame 28    footstep
       frame 86    footstep
   }
   
   anim turnpage_righthand     models/md5/chars/guards/proguard/use_righthand.md5anim //placeholder
   {

frame 12 sound readable_page_turn

   }


   anim idle_stir_pot               models/md5/chars/guards/proguard/idle_stir_pot.md5anim
   {
       no_random_headturning
       //frame 86			attach atdm:prop_wooden_spoon spoon01 hand_r
       //frame 190			destroy spoon01
       }
  anim throw_dice01               models/md5/chars/guards/proguard/throw_dice.md5anim
   {
       no_random_headturning
       frame 18			sound "bullet_impact_plastic"
       frame 19                        attach atdm:drop_dice01 dice01 hand_r
       frame 71			sound "bullet_impact_plastic"
       frame 81			sound "bullet_impact_plastic"
       frame 120                       drop	dice01
       
       frame 144			sound_voice snd_reaction
       }

}