Animations & Sockets
Overview
Core has built-in animations and stances that can be applied to the player's character and animated meshes. Importing animations is not supported, but custom animations can be created for the player's character by using IK Anchors.
A player's character and animated mesh can have an animation stance, which are states of movement that the mesh will continue until a new animation stance is set. They can also can have an animation that are intended to be used once (but can be looped), and then let the mesh return to the animation state (stance).
Player Animations and Animation Stances
Players can be animated using the two types of animations here, as well as through custom animations created using IK Anchors. The Animation Stance animations can be applied to players and used continuously while players are moving, and the Animation category must be associated with an Ability and activated that way.
Animated Mesh Animations and Animation Stances
AnimatedMesh objects use a different set of animations from players which vary based on the type of AnimatedMesh. See the AnimatedMesh Reference for more information.
The Design of Animations in Core
In Core, all ability animations are valid on any of the available body types. Each of the ability animations timing and/or translation values should behave identically across the body types.
All ability animations have a long "tail" that gracefully transitions the character back to idle pose. This animation tail is intended to only be seen if the player does not execute any other ability or movement. In nearly all practical use cases, the ability animation tails will be interrupted to do other game mechanics.
Note
If the intent is to have an ability "execute" as quickly as possible after the button press, it is still generally a good idea to have a very small cast phase value (0.1 second or so). This will help with minor server/client latency issues and will also help to ensure smoother playback of character animations.
Sockets
Sockets are different points on an animated and player's character mesh. They can be used for attaching objects, and controlling a ragdoll effect for the player's character.
Left Body | Center Body | Right Body |
---|---|---|
left_clavicle | nameplate | right_clavicle |
left_shoulder | camera | right_shoulder |
left_elbow | root | right_elbow |
left_wrist | head | right_wrist |
left_prop | neck | right_prop |
left_hip | upper_spine | right_hip |
left_knee | lower_spine | right_knee |
left_ankle | pelvis | right_ankle |
left_arm_prop |
Animations
Humanoid
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_stance | This is a set of animations that will cause the character to walk or stand with nothing being held in their hands. This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | player, animatedMesh | ||
unarmed_crouch_idle_relaxed | An idle where the character is on one knee, low to the ground for Animated Mesh Humanoids. For Players, crouches are handled as a mechanic which is determined by the Player Settings Object. | animatedMesh | ||
unarmed_crouch_run_forward | A stooping run animation that is low to the ground for Animated Mesh Humanoids. For Players, crouches are handled as a mechanic which is determined by the Player Settings Object. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_browse_virtual_interface | A looping animation that features the player looking at a virtual interface and swiping down at 1 second and swiping right at 4 seconds. There are lua animation events for these moments which return the string "action." There is also a corresponding vfx asset in the core catalog which has swiping behavior which can be used with this animation. | action | player | |
unarmed_carry_object_heavy | A one (right) handed carry animation with the arm at waist height. Ideal for holding a mug, potion, etc. When running/jumping, the right arm will retain the lifted arm pose. The left arm will inherit the animation underneath. This animation assumes the prop is attached to the right_prop socket. | player | ||
unarmed_carry_object_high | A one (right) handed carry animation with the arm raised to roughly eye level. Ideal for holding a torch up to see better, etc. When running/jumping, the right arm will retain the lifted arm pose. The left arm will inherit the animation underneath. This animation assumes the prop is attached to the right_prop socket. | player | ||
unarmed_carry_object_low | A one (right) handed carry animation with the arm at waist height. Ideal for holding a mug, potion, etc. When running/jumping, the right arm will retain the lifted arm pose. The left arm will inherit the animation underneath. This animation assumes the prop is attached to the right_prop socket. | player | ||
unarmed_carry_score_card | A two handed carry animation with the arms all the way extended above the head. Ideal for holding text signs, etc. When running/jumping etc., the entire upper body will retain this pose. The attachment point for the card is the right prop, and it registers to the center of the bottom edge of the card/sign. It also assumes x forward. | player | ||
unarmed_dance_basic | A simple basic dance loop. | player, animatedMesh | ||
unarmed_dance_basic_arm_swing | A basic dance with the character swinging their arms. | player, animatedMesh | ||
unarmed_dance_basic_head_bop | A basic dance with the character holding their arms up and nodding their head to a beat. | player, animatedMesh | ||
unarmed_dance_basic_side_to_side | A basic dance with the character swaying from side to side. | player, animatedMesh | ||
unarmed_dance_spooky | A looping dance celebrating the scariest season. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_dance_toprock_crisscross | A looping animation featuring some fancy footwork. | leftFootstep, rightFootstep | animatedMesh | |
unarmed_dance_toprock_doubleshuffle | A looping animation featuring some different fancy footwork. | leftFootstep, rightFootstep | animatedMesh | |
unarmed_dance_twist | A loop of the traditional dance which features twisting hips. | leftFootstep, rightFootstep | animatedMesh | |
unarmed_death | A full body animation of the character falling to the floor, face-up. The hips will end roughly on the spot where the game thinks the character is. Can be used with or without ragdoll. If there is no ragdoll physics applied at all, some of the limbs may appear to float in the dead pose if the ground is not level where the player uses this animation. For Animated Mesh Humanoid Rigs, Death animations are a PlayAnimation. Please refer to that section on this page. | player, animatedMesh | ||
unarmed_death_spin | A full body animation that spins 360 and then falls to the floor, face-up. The hips will end roughly on the spot where the game thinks the character is. Can be used with or without ragdoll. If there is no ragdoll physics applied at all, some of the limbs may appear to float in the dead pose if the ground is not level where the player uses this animation. For Animated Mesh Humanoid Rigs, Death animations are a PlayAnimation. Please refer to that section on this page. | player | ||
unarmed_idle_downed | A looping idle animation with the character hurt and on their hands and knees. | player | ||
unarmed_idle_relaxed_look_around | An alternate idle loop in which the character looks around. | player | ||
unarmed_idle_ready | A looping idle animation with fists up ready to strike or defend. | player, animatedMesh | ||
unarmed_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_ready | A looping idle animation with fists up ready to strike or defend. | Deprecated | ||
unarmed_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_forward | A looping run forward animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_shiver | A looping shiver animation with chattering teeth. | action | animatedMesh | |
unarmed_steer_ship_wheel | This will cause the Player to stand with their arms out as if they were steering a ship using the helm (steering wheel) of a ship. | player | ||
unarmed_swim_forward | A simple swim forward animation for Animated Mesh Humanoid Rigs. For Players, swimming is handled via a mechanic (water volume triggers and the Player Settings Object). | animatedMesh | ||
unarmed_swim_idle | A looping treading water animation for Animated Mesh Humanoid Rigs. For Players, swimming is handled via a mechanic (water volume triggers and the Player Settings Object). | animatedMesh | ||
unarmed_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_forward | A simple walk forward animation for Animated Mesh Humanoid Rigs. For Players, walking is handled via a mechanic (using analog controllers and/or the Player Settings Object). | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_waiting | An animation which has the character check their watch once, and then goes into a loop of foot tapping. | player |
Unarmed Zombie | Description | Notes | Events | Tags |
---|---|---|---|---|
zombie_unarmed_idle_ready | A very undead idle in a pose that looks ready ready to strike. | animatedMesh | ||
zombie_unarmed_idle_relaxed | An undead idle pose that seems unaware of its surroundings. | animatedMesh | ||
zombie_unarmed_run_forward | An uneven run fitting for an undead person. | rightFootstep, leftFootstep | animatedMesh | |
zombie_unarmed_walk_forward | A walk with an uneven gait. | rightFootstep, leftFootstep | animatedMesh |
One-Hand | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_melee_stance | This will cause the Player to walk or stand with the right hand posed to hold a one handed weapon (attached to the "right_prop" socket), and the left arm is assumed to optionally have a shield (attached to the "left_arm_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
1hand_melee_idle_ready | A looping idle animation with weapon ready to strike or defend. | player, animatedMesh | ||
1hand_melee_idle_relaxed | A looping idle animation that is relaxed with the weapon and/or shield held down by the characters sides | animatedMesh | ||
1hand_melee_ready | A looping idle animation with weapon ready to strike or defend. | Deprecated | ||
1hand_melee_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_forward | A looping run animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_shield_block | An animation that has the characters left arm drawn up as if defensively holding a shield. Assume shield geometry is attached to left_arm_prop. | player, animatedMesh | ||
1hand_melee_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_forward | A looping walk animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_melee_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_stance | This will cause the Player to walk or stand with the right hand posed to hold a pistol (attached to the "right_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
1hand_pistol_aim | A looping idle animation with weapon ready to shoot. | player | ||
1hand_pistol_idle_ready | A looping idle animation with weapon ready to shoot. | Deprecated | ||
1hand_pistol_idle_relaxed | A looping idle animation that is relaxed with the gun held down by the characters side. | animatedMesh | ||
1hand_pistol_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_forward | A looping run animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_forward | A looping walk animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
1hand_pistol_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh |
Two-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_melee_stance | This will cause the Player to walk or stand posed to hold a two handed weapon (attached to the "right_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
2hand_melee_idle_ready | A looping idle animation with weapon ready to strike or defend. | player, animatedMesh | ||
2hand_melee_idle_relaxed | A looping idle animation that is relaxed with the weapon held by the characters sides | animatedMesh | ||
2hand_melee_ready | A looping idle animation with weapon ready to strike or defend. | Deprecated | ||
2hand_melee_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_forward | A looping run animation with a weapon held in two hands. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_forward | A looping walk animation with a weapon held in two hands. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_melee_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh |
Two-Hand Rifle | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_rifle_stance | This will cause the Player to walk or stand posed to hold a two handed rifle (attached to the "right_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
2hand_rifle_idle_relaxed | A looping idle animation that is relaxed with the two handed rifle held by the characters sides | animatedMesh | ||
2hand_rifle_aim_hip | A looping idle animation with the rifle held by the waist, ready to shoot. | player | ||
2hand_rifle_aim_shoulder | A looping idle animation with the rifle held at the shoulder, ready to shoot. | player, animatedMesh | ||
2hand_rifle_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_forward | A looping run animation with a two handed rifle. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_forward | A looping walk animation with a two handed rifle. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_rifle_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh |
Two-Hand Staff | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_staff_stance | This will cause the Player to walk or stand posed to hold a two handed staff (attached to the "right_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
2hand_staff_idle_ready | A looping idle animation with a two handed staff ready to strike or defend. | player, animatedMesh | ||
2hand_staff_idle_relaxed | A looping idle animation that is relaxed. | animatedMesh | ||
2hand_staff_ready | A looping idle animation with a two handed staff ready to strike or defend. | Deprecated | ||
2hand_staff_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_forward | A looping run animation with a staff held in two hands. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_forward | A looping walk animation with a staff held in two hands. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_staff_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh |
Two-Hand Sword | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_sword_stance | This will cause the Player to walk or stand posed to hold a two handed sword (attached to the "right_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
2hand_sword_block_high | A looping animation with the two handed sword posed to block a strike from above. | player | ||
2hand_sword_idle_ready | A looping idle animation with a two handed weapon ready to strike or defend. | player, animatedMesh | ||
2hand_sword_idle_relaxed | A looping idle animation that is relaxed. | animatedMesh | ||
2hand_sword_ready | A looping idle animation with a two handed weapon ready to strike or defend. | Deprecated | ||
2hand_sword_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_forward | A looping run animation with a two handed sword held in two hands. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_forward | A looping walk animation with a two handed sword held in two hands. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
2hand_sword_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh |
Dual-Wield Katana | Description | Notes | Events | Tags |
---|---|---|---|---|
dual_katana_stance | This will cause the Player to walk or stand holding a katana sword in the right hand (attached to the "right_prop" socket) and optionally a katana in the left hand as well (attached to the "left_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
dual_katana_idle_ready | A looping idle animation with weapon ready to strike or defend. | animatedMesh | ||
dual_katana_idle_relaxed | A looping idle animation that is relaxed. | animatedMesh | ||
dual_katana_run_left | A looping run left animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_forward_left | A looping run diagonal left animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_forward | A looping run animation with katana swords in each hand. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_forward_right | A looping run diagonal right animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_right | A looping run right animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_backward_right | A looping run backward diagonal right animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_backward | A looping run backward animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_run_backward_left | A looping run backward diagonal left animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_left | A looping walk left animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_forward_left | A looping walk diagonal left animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_forward | A looping walk animation with katana swords in each hand. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_forward_right | A looping walk diagonal right animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_right | A looping walk right animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_backward_right | A looping run backward diagonal right animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_backward | A looping run backward animation. | leftFootstep, rightFootstep | animatedMesh | |
dual_katana_walk_backward_left | A looping walk backward diagonal left animation. | leftFootstep, rightFootstep | animatedMesh |
Dual-Wield Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
dual_melee_stance | This will cause the Player to walk or stand holding a sword in the right hand (attached to the "right_prop" socket) and optionally a sword in the left hand as well (attached to the "left_prop" socket). This set of animations includes running/strafing, walking, jumping, and idling. | player | ||
dual_melee_idle_ready | A looping idle animation with weapon ready to strike or defend. | animatedMesh | ||
dual_melee_idle_relaxed | A looping idle animation that is relaxed. | animatedMesh | ||
dual_melee_run_left | A looping run left animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_forward_left | A looping run diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_forward | A looping run animation with swords in each hand. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_forward_right | A looping run diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_right | A looping run right animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_run_backward_left | A looping run backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_left | A looping walk left animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_forward_left | A looping walk diagonal left animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_forward | A looping walk animation with swords in each hand. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_forward_right | A looping walk diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_right | A looping walk right animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_backward_right | A looping run backward diagonal right animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_backward | A looping run backward animation. | rightFootstep, leftFootstep | animatedMesh | |
dual_melee_walk_backward_left | A looping walk backward diagonal left animation. | rightFootstep, leftFootstep | animatedMesh |
Player Only
Ability Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_drink | A drinking animation, useful for potion drinking abilities, etc. Assumes the drink is attached to the "right_prop" socket. For Humanoid Animated Meshes, "unarmed_drink" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | beginProp, action, endProp | player |
unarmed_eat | An eating animation. The character is taking a bite of some food. Assumes the food is attached to the "right_prop" socket. For Humanoid Animated Meshes, "unarmed_eat" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | beginProp, action, endProp | player |
unarmed_flying_reverse_roundhouse_kick | A jump kick that spins left to right. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact, rightFootstep, leftFootstep | player |
unarmed_flying_side_kick | A simple jump kick animation. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact, leftFootstep, rightFootstep | player |
unarmed_kick_ball | A kick motion that moves the character forward with root motion. | This animation works best with a cast phase duration of 0.18 or less. This animation has root motion, and is designed to play full body. Controller/mouse rotation can affect the course of the kick by default, but this behavior can be changed in the ability script. | leftFootstep, beginImpact, endImpact, rightFootstep | player |
unarmed_magic_bolt | Magic casting animation which appears to launch a projectile forward from the hands. For Humanoid Animated Meshes, "unarmed_magic_bolt" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | player | |
unarmed_magic_up | A magic casting animation that ends with the arms generally "up" (as opposed to forward. Generally useful for omnidirectional casting (traditional buff spells, heals. etc) and magic attacks that do not need or want a strong directional implication (casting a ground AoE spell would be a likely use case). For Humanoid Animated Meshes, "unarmed_magic_bolt" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | player | |
unarmed_pickup | An animation where the character reaches down and picks up an item from the ground. | This animation works best with a cast phase duration of 0.266 or less. | action | player |
unarmed_pickup_middle | An animation where the character reaches forward and picks up an item from a waist-high location. | action | player | |
unarmed_point_forward | The character points forward. For Humanoid Animated Meshes, "unarmed_point_forward" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | action | player |
unarmed_punch_left | A punch animation using the left hand. For Humanoid Animated Meshes, "unarmed_punch_left" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | beginImpact, endImpact | player |
unarmed_punch_right | A punch animation using the right hand. For Humanoid Animated Meshes, "unarmed_punch_right" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | beginImpact, endImpact | player |
unarmed_punch_right_flying_uppercut | A jumping right uppercut punch. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact, leftFootstep, rightFootstep | player |
unarmed_rochambeau_paper | Rock, paper, scissors game. This chooses "paper" as the end result. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | player |
unarmed_rochambeau_rock | Rock, paper, scissors game. This chooses "rock" as the end result. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | player |
unarmed_rochambeau_scissors | Rock, paper, scissors game. This chooses "scissors" as the end result. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | player |
unarmed_roll | A roll animation that moves the character forward with root motion. | This animation works best with a cast phase duration of 0.18 or less. This animation has root motion, and is designed to play full body. | leftFootstep, rightFootstep | player |
unarmed_shout | An animation that begins with the character shouting at the sky during cast loop, and then directs a shout forward in the execute phase portion of the animation. For Humanoid Animated Meshes, "unarmed_shout" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | action, rightFootstep | player |
unarmed_shove | A simple forward shove with both hands. | Supports variable cast time. Supports time-stretched execute phase time. | leftFootstep, beginImpact, endImpact | player |
unarmed_stomp | A stomp animation. The cast loop holds the right foot in the air. | Supports variable cast time. | beginImpact, rightFootstep, endImpact, leftFootstep | player |
unarmed_throw | An overhand throw animation. Assumes the thrown object is in the right hand attached to the "right_prop" socket. For Humanoid Animated Meshes, "unarmed_throw" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | leftFootstep | player |
unarmed_thumb_down | An animation in which the character presents a thumb down pose with their right hand. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | Deprecated |
unarmed_thumb_up | An animation in which the character presents a thumb up pose with their right hand. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | Deprecated |
unarmed_thumbs_down | An animation in which the character presents a thumb down pose with their right hand. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | player |
unarmed_thumbs_up | An animation in which the character presents a thumb up pose with their right hand. | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | action | player |
unarmed_use | A generic animation where the character is moving both hands. Intended to be a non specific "use" animation. For Humanoid Animated Meshes, "unarmed_use" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Does NOT support a time-stretched execute phase time. | action | player |
unarmed_use_bandage | The character wraps a bandage around their forearms. For Humanoid Animated Meshes, "unarmed_use_bandage" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Does NOT support a time-stretched execute phase time | action | player |
unarmed_wave | The character waves their right hand. For Humanoid Animated Meshes, "unarmed_wave" is a Play Animation. Please refer to that section of this page for more information. | This animation works best with a cast phase duration of 0.266 or less. | player |
One-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_melee_rm_combo_closer_uppercut | A one handed weapon upward slash that takes the player slightly in the air. This animation is intended to be the third attack in the one hand melee combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | rightFootstep, beginImpact, endImpact, leftFootstep | player |
1hand_melee_rm_combo_middle_diagonal_slash | A one handed overhead slash from the upper left to bottom right that move the character forward using root motion. This animation is intended to be the middle attack in the one hand melee combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | beginImpact, endImpact, rightFootstep, leftFootstep | player |
1hand_melee_rm_combo_opener_vertical_slash | A one handed overhead slash that moves the character forward using root motion. This animation is intended to be the first attack in the one hand melee combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | beginImpact, rightFootstep, leftFootstep, endImpact | player |
1hand_melee_shield_bash | A bash attack using a shield on the left arm (assumes shield geometry attached to left_arm_prop). For Humanoid Animated Meshes, "1hand_melee_shield_bash" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
1hand_melee_slash_left | A horizontal melee swing to the left. For Humanoid Animated Meshes, "1hand_melee_slash_left" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
1hand_melee_slash_right | A horizontal melee swing to the right. For Humanoid Animated Meshes, "1hand_melee_slash_right" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
1hand_melee_slash_vertical | An overhead vertical slash. For Humanoid Animated Meshes, "1hand_melee_slash_vertical" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
1hand_melee_thrust | A melee attack that uses the tip of the weapon. For Humanoid Animated Meshes, "1hand_melee_thrust" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
1hand_melee_unsheathe | An animation where the character pulls a one-handed melee weapon from a belt sheath. For Humanoid Animated Meshes, "1hand_melee_unsheathe" is a Play Animation. Please refer to that section of this page for more information. | This animation works best with a cast phase duration of 0.31 or less. Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time | beginProp | player |
One-Hand Pistol | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_pistol_left_hand_toss | A left handed toss animation while holding a pistol in the right hand. | Supports variable cast time. | player | |
1hand_pistol_reload_magazine | An animation of reloading the pistol using a magazine. For Humanoid Animated Meshes, "1hand_pistol_reload_magazine" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | beginReload, beginProp, endProp, load, endReload | player |
1hand_pistol_shoot | A pistol shoot animation. For Humanoid Animated Meshes, "1hand_pistol_shoot" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | player | |
1hand_pistol_unsheathe | An animation where the character pulls the pistol from an invisible belt holster. For Humanoid Animated Meshes, "1hand_pistol_unsheathe" is a Play Animation. Please refer to that section of this page for more information. | This animation works best with a cast phase duration of 0.21 or less. | beginProp | player |
1hand_pistol_whip | A melee attack that uses the handle of the pistol. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
Two-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_melee_dig_shovel | A simple dig animation using a shovel. For Humanoid Animated Meshes, "2hand_melee_dig_shovel" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, impact, endImpact | player |
2hand_melee_rm_combo_closer_vertical_slash | A spinning two handed melee attack that swings from top to bottom in a vertical line in front of the character. This animation is intended to be the third attack in the two hand melee combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | rightFootstep, leftFootstep, beginImpact, endImpact | player |
2hand_melee_rm_combo_middle_vertical_slash | A two handed melee attack that swings from top to bottom in a vertical line in front of the character. This animation is intended to be the second attack in the two hand melee combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | rightFootstep, leftFootstep, beginImpact, endImpact | player |
2hand_melee_rm_combo_opener_diagonal_slash | A two handed melee attack that swings from right to left in a diagonal line in front of the character. This animation is intended to be the first attack in the two hand melee combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | beginImpact, leftFootstep, endImpact, rightFootstep | player |
2hand_melee_slash_right | A horizontal melee swing to the right. For Humanoid Animated Meshes, "2hand_melee_slash_right" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
2hand_melee_slash_vertical | A downward melee swing. Also useful for a two handed hammering animation or mining animation. For Humanoid Animated Meshes, "2hand_melee_slash_vertical" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
2hand_melee_unsheathe | The character pulls the 2handed melee weapon off of their back. For Humanoid Animated Meshes, "2hand_melee_unsheathe" is a Play Animation. Please refer to that section of this page for more information. | beginProp | player |
Two-Hand Rifle | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_rifle_butt | A melee attack that uses the stock of the rifle. | Supports variable cast phase time. Supports time-stretched execute phase time | beginImpact, endImpact | player |
2hand_rifle_left_hand_toss | A left handed toss animation while holding a rifle in the right hand. | Supports variable cast time. | player | |
2hand_rifle_reload_magazine | An animation of reloading the rifle using a magazine. For Humanoid Animated Meshes, "2hand_rifle_reload_magazine" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | beginReload, beginProp, endProp, load, endReload | player |
2hand_rifle_shoot | A rifle shoot animation. For Humanoid Animated Meshes, "2hand_rifle_shoot" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | player | |
2hand_rifle_unsheathe | An animation in which the character pulls the rifle from the characters back. For Humanoid Animated Meshes, "2hand_rifle_unsheathe" is a Play Animation. Please refer to that section of this page for more information. | This animation works best with a cast phase duration of 0.22 or less. | beginProp | player |
Two-Hand Rocket | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_rocket_reload_magazine | A reload that works better for over the shoulder weapon geometry using the "2hand_rifle_stance" and associated animations. | Supports variable cast time. | beginReload, beginProp, endProp, load, endReload | player |
Two-Hand Staff | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_staff_magic_bolt | Magic casting animation which appears to launch a projectile forward from the staff. For Humanoid Animated Meshes, "2hand_staff_magic_bolt" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | player | |
2hand_staff_magic_up | Magic casting animation which raises the staff on cast. This animation is not direction specific. For Humanoid Animated Meshes, "2hand_staff_magic_up" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast time. | player | |
2hand_staff_rm_combo_closer_vertical_slash | A two handed staff attack that slaps the weapon down vertically in front of the player. This animation is intended to be the third attack in the two hand sword combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | rightFootstep, leftFootstep, beginImpact, endImpact | player |
2hand_staff_rm_combo_middle_thrust | A two handed staff attack thrusts the weapon far out in front of the player. This animation is intended to be the second attack in the two hand sword combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | rightFootstep, leftFootstep, beginImpact, endImpact | player |
2hand_staff_rm_combo_opener_upward_slash | A two handed staff attack that swings the bottom of the staff upwards in front of the player. This animation is intended to be the first attack in the two hand staff combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | beginImpact, endImpact, leftFootstep, rightFootstep | player |
Two-Hand Sword | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_sword_rm_combo_closer_spin | A two handed sword attack that swings from right to left in a horizontal cone in front of the player. This animation is intended to be the third attack in the two hand sword combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | rightFootstep, leftFootstep, beginImpact, endImpact | player |
2hand_sword_rm_combo_middle_spin | A two handed sword attack that pins from left to right horizontally, hitting targets in a 360 degree arc. This animation is intended to be the third attack in the two hand sword combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | beginImpact, rightFootstep, leftFootstep, endImpact | player |
2hand_sword_rm_combo_opener_cone | A two handed sword attack that swings from right to left in a horizontal cone in front of the player. This animation is intended to be the first attack in the two hand sword combo. However, it can be used in any order, or by itself. | This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. | beginImpact, leftFootstep, endImpact, rightFootstep | player |
2hand_sword_slash_left | A horizontal melee swing from left to right. For Humanoid Animated Meshes, "2hand_sword_slash_left" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
2hand_sword_slash_right | A horizontal melee swing from right to left. For Humanoid Animated Meshes, "2hand_sword_slash_right" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
2hand_sword_slash_spin | A spinning two handed sword attack that swings the sword from right to left horizontally. For Humanoid Animated Meshes, "2hand_sword_slash_spin" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, rightFootstep, endImpact, leftFootstep | player |
2hand_sword_slash_vertical | A downward melee swing. For Humanoid Animated Meshes, "2hand_sword_slash_vertical" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
2hand_sword_thrust | A forward thrust melee attack. For Humanoid Animated Meshes, "2hand_sword_thrust" is a Play Animation. Please refer to that section of this page for more information. | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
2hand_sword_unsheathe | The character pulls the sword off of their back. For Humanoid Animated Meshes, "2hand_sword_unsheathe" is a Play Animation. Please refer to that section of this page for more information. | This animation works best with a cast phase duration of 0.31 or less. | beginProp | player |
Dual-Wield Katana | Description | Notes | Events | Tags |
---|---|---|---|---|
dual_katana_left_hand_slash_left | A melee attack in which the left hand swings a weapon from left to right. For Humanoid Animated Meshes, "dual_katana_left_hand_slash_left" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_katana_left_hand_throw | A throw animation using the left hand. Useful for shuriken or other small weapon throwing. For Humanoid Animated Meshes, "dual_katana_left_hand_throw" is a Play Animation. Please refer to that section of this page for more information | player | ||
dual_katana_right_hand_slash_right | A melee attack in which the right hand swings a weapon from right to left. For Humanoid Animated Meshes, "dual_katana_right_hand_slash_right" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_katana_right_hand_slash_vertical | A melee attack in which the right hand swings a weapon downward in front of the player. For Humanoid Animated Meshes, "dual_katana_right_hand_slash_vertical" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_katana_right_hand_throw | A throw animation using the right hand. For Humanoid Animated Meshes, "dual_katana_right_hand_throw" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. | player | |
dual_katana_right_hand_thrust | A melee attack in which the right hand thrusts the weapon directly forward. For Humanoid Animated Meshes, "dual_katana_right_hand_thrust" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_katana_unsheathe | The character pulls one handed weapons off of their back. For Humanoid Animated Meshes, "dual_katana_unsheathe" is a Play Animation. Please refer to that section of this page for more information | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time. | beginProp | player |
Dual-Wield Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
dual_melee_dual_thrust | A melee attack which uses both hands to thrust weapons forward simultaneously. For Humanoid Animated Meshes, "dual_melee_dual_thrust" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_melee_left_hand_slash_left | A melee attack in which the left hand swings a weapon from left to right. For Humanoid Animated Meshes, "dual_melee_left_hand_slash_left" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_melee_left_hand_slash_right | A melee attack in which the left hand swings a weapon from right to left. For Humanoid Animated Meshes, "dual_melee_left_hand_slash_right" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_melee_left_hand_thrust | A melee attack in which the left hand thrusts a weapon forward. For Humanoid Animated Meshes, "dual_melee_left_hand_thrust" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_melee_right_hand_slash_left | A melee attack in which the right hand swings a weapon from left to right. For Humanoid Animated Meshes, "dual_melee_right_hand_slash_left" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_melee_right_hand_slash_right | A melee attack in which the right hand swings a weapon from right to left. For Humanoid Animated Meshes, "dual_melee_right_hand_slash_right" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact | player |
dual_melee_right_hand_thrust | A melee attack in which the right hand thrusts a weapon forward. For Humanoid Animated Meshes, "dual_melee_right_hand_thrust" is a Play Animation. Please refer to that section of this page for more information | Supports variable cast phase time. Supports time-stretched execute phase time. | beginImpact, endImpact | player |
dual_melee_unsheathe | The character pulls one handed weapons off of their back. For Humanoid Animated Meshes, "dual_melee_unsheathe" is a Play Animation. Please refer to that section of this page for more information | Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time. | beginProp | player |
Humanoid Animated Mesh Only
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_cry | A sobbing animation. | action | animatedMesh | |
unarmed_death | A full body animation of the character falling to the floor, face-up. The hips will end roughly on the spot where the game thinks the character is. For Players, Death animations are an animation stance. Please refer to that section on this page. | action | animatedMesh | |
unarmed_drink | A drinking animation, useful for potion drinking abilities, etc. Assumes the drink is attached to the "right_prop" socket. For Players, "unarmed_drink" is an Ability Animation. Please refer to that section of this page for more information. | beginProp, action, endProp | animatedMesh | |
unarmed_duck_and_cover | The character ducks and protects their eardrums. | action | animatedMesh | |
unarmed_eat | An eating animation. The character is taking a bite of some food. Assumes the food is attached to the "right_prop" socket. For Players, "unarmed_eat" is an Ability Animation. Please refer to that section of this page for more information. | beginProp, action, endProp | animatedMesh | |
unarmed_facepalm | An animation expressing deep frustration featuring the application of a palm of one hand to the characters face. | action | animatedMesh | |
unarmed_fall_cycle | A looping falling animation | animatedMesh | ||
unarmed_flex | An animation featuring a very impressive display of strength. | animatedMesh | ||
unarmed_get_item | An animation that depicts receiving an item from another character. | action | animatedMesh | |
unarmed_give_item | An animation that depicts giving an item to another character | action | animatedMesh | |
unarmed_jump_begin | This is the launch section of a jump. If set to "loop" then this will cycle in the "fall" part of the animation indefinitely. | animatedMesh | ||
unarmed_jump_end | This animation is the landing on the floor from falling/jumping. | animatedMesh | ||
unarmed_kungfu_pose | A martial arts flourish. | leftFootstep, rightFootstep, action | animatedMesh | |
unarmed_laugh | A laughing animation. | action | animatedMesh | |
unarmed_listen_casual | A looping animation of a character listening to another characters story. This is timed to be a complementary animation to "unarmed_talk_casual". | animatedMesh | ||
unarmed_listen_talk_casual | A looping animation of a character listening to another character, and then talking to them. This is timed to be a complementary animation to "unarmed_talk_listen_casual". | animatedMesh | ||
unarmed_love | An animation expressing deep affection using fingers in the shape of a heart. | action | animatedMesh | |
unarmed_magic_bolt | Magic casting animation which appears to launch a projectile forward from the hands. For Players, "unarmed_magic_bolt" is an Ability Animation. Please refer to that section of this page for more information. | animatedMesh | ||
unarmed_magic_up | A magic casting animation that ends with the arms generally "up" (as opposed to forward. Generally useful for omnidirectional casting (traditional buff spells, heals. etc) and magic attacks that do not need or want a strong directional implication (casting a ground AoE spell would be a likely use case). For Players, "unarmed_magic_up" is an Ability Animation. Please refer to that section of this page for more information. | animatedMesh | ||
unarmed_meditate | An animation portraying how to get into a state of deep tranquility. | action | animatedMesh | |
unarmed_no | An animation to indicate a negative response to a question. | action | animatedMesh | |
unarmed_pickup | An animation where the character reaches down and picks up an item from the ground. For Players, "unarmed_pickup" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
unarmed_pickup_middle | An animation where the character reaches forward and picks up an item from a waist-high location. For Players, "unarmed_pickup_middle" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
unarmed_point_forward | The character points forward. For Players, "unarmed_point_forward" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
unarmed_punch_left | A punch animation using the left hand. For Players, "unarmed_punch_left" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
unarmed_punch_right | A punch animation using the right hand. For Players, "unarmed_punch_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
unarmed_react_damage | An animation with a generic flinch reaction from an impact. | animatedMesh | ||
unarmed_ready_to_rumble | An animation that prepares the character for a fight by mashing a fist into the other hand. | action | animatedMesh | |
unarmed_roll | A roll in place animation, animated_mesh movement during this animation's playback needs to be hand-authored. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_salute | A militant display of respect. | action | animatedMesh | |
unarmed_scared | A fearful response to a startling situation. | action | animatedMesh | |
unarmed_shiver | A looping shiver animation. | action | animatedMesh | |
unarmed_shiver | A looping shiver animation. | animatedMesh | ||
unarmed_shout | An animation that begins with the character shouting at the sky during cast loop, and then directs a shout forward in the execute phase portion of the animation. For Players, "unarmed_shout" is an Ability Animation. Please refer to that section of this page for more information. | action, rightFootstep | animatedMesh | |
unarmed_shrug | An animation expressing dubiousness or unenthusiasm. | action | animatedMesh | |
unarmed_shy | A bashful glance animation. | animatedMesh | ||
unarmed_sit_car_low | A full body animation that is sitting at ground level with arms up on a wheel. Ideal for driving a go-kart style vehicle. | animatedMesh | ||
unarmed_sit_chair_upright | A pose that will transition to a (looping) sitting position assuming a chair. For best results, create a "registration point" for the character by positioning and orienting the character so that they are facing directly away from the chair geometry, and in front of it (roughly 60 units from the direct center of the seat surface.) The seat surface should be around 0.5 meters higher than the character registration point. For Players, this sitting animation is an Animation Stance. Please refer to that section on this page. | action | animatedMesh | |
unarmed_sit_ground_crossed | An animation that will transition to a (looping) sitting position on the ground. The character will maintain their general position as they sit. For Players, this sitting animation is an Animation Stance. Please refer to that section on this page. | action | animatedMesh | |
unarmed_sit_ground_ledge | An animation that will transition to a (looping) sitting position on the ground with legs dangling off an edge. For best results, create a registration point for the player by orienting the player directly toward the ledge, and positioning the character roughly 0.2 meters from the ledge. For Players, this sitting animation is an Animation Stance. Please refer to that section on this page. | action | animatedMesh | |
unarmed_sit_spaceship_bentleg | An idle animation that has the character in a sitting position with legs bent as if the seat surface was a moderate distance to the floor of the vehicle. This should register properly with the existing spaceship seat props in Core Content. | animatedMesh | ||
unarmed_sit_spaceship_straightleg | An idle animation that has the character in a sitting position with legs straight forward as if the seat surface was very close to the floor of the vehicle. | animatedMesh | ||
unarmed_sit_spaceship_trucker | An idle animation that has the character in a sitting position with knees bent 90 degrees. | animatedMesh | ||
unarmed_sleep_side_begin | An animation of a character lowering themselves down into sleeping position. | animatedMesh | ||
unarmed_sleep_side_cycle | A looping animation of the character sleeping. | animatedMesh | ||
unarmed_sleep_side_end | An animation of a character getting up from sleeping position | animatedMesh | ||
unarmed_stinky | An animation that communicates the bad smell of the area. | animatedMesh | ||
unarmed_stomp | A stomp animation. The cast loop holds the right foot in the air. | rightFootstep, beginImpact, endImpact, leftFootstep | animatedMesh | |
unarmed_stun_dizzy | A looping animation that has the character swaying as if dizzy. For Players, this stun animation is an Animation Stance. Please refer to that section on this page. | animatedMesh | ||
unarmed_stun_electric | A looping animation that has the Player tense and twitching as if being electrocuted. For Players, this stun animation is an Animation Stance. Please refer to that section on this page. | animatedMesh | ||
unarmed_talk_casual | A looping animation of a character speaking to another character. This is timed to be a complementary animation to "unarmed_listen_casual". | animatedMesh | ||
unarmed_talk_listen_casual | A looping animation of a character speaking to another character, and then listening to them. This is timed to be a complementary animation to "unarmed_listen_talk_casual". | animatedMesh | ||
unarmed_talk_to_the_hand | An animation requesting someone stop what they are doing. | action | animatedMesh | |
unarmed_tantrum | An animation expressing deep frustration, possible rage. | rightFootstep, leftFootstep, action | animatedMesh | |
unarmed_throw | An overhand throw animation. Assumes the thrown object is in the right hand attached to the "right_prop" socket. For Players, "unarmed_throw" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
unarmed_thumbs_down | An animation in which the character presents a thumb down pose with their right hand. | action | animatedMesh | |
unarmed_thumbs_up | An animation in which the character presents a thumb up pose with their right hand. | action | animatedMesh | |
unarmed_use | A generic animation where the character is moving both hands. Intended to be a non specific "use" animation. For Players, "unarmed_use" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
unarmed_use_bandage | The character wraps a bandage around their forearms. For Players, "unarmed_use_bandage" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
unarmed_wave | The character waves their right hand. For Players "unarmed_wave" is an Ability Animation. Please refer to that section of this page for more information. | animatedMesh | ||
unarmed_yes | An animation responding to a question with an affirmation. | animatedMesh |
Unarmed Zombie | Description | Notes | Events | Tags |
---|---|---|---|---|
zombie_unarmed_grab | A clumsy undead grabbing attack animation using both hands. | beginImpact, endImpact | animatedMesh |
One-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_melee_shield_bash | A bash attack using a shield on the left arm (assumes shield geometry attached to left_arm_prop). For Players, "1hand_melee_shield_bash" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
1hand_melee_slash_left | A horizontal melee swing to the left. For Players, "1hand_melee_slash_left" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
1hand_melee_slash_right | A horizontal melee swing to the right. For Players, "1hand_melee_slash_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
1hand_melee_slash_vertical | An overhead vertical slash. For Players, "1hand_melee_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
1hand_melee_thrust | A melee attack that uses the tip of the weapon. For Players, "1hand_melee_thrust" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
1hand_melee_unsheathe | An animation where the character pulls a one-handed melee weapon from a belt sheath. For Players, "1hand_melee_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
One-Hand Pistol | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_pistol_reload | An animation of reloading the pistol using a magazine. For Players, "1hand_pistol_reload_magazine" is an Ability Animation. Please refer to that section of this page for more information. | beginReload, beginProp, endProp, load, endReload | animatedMesh | |
1hand_pistol_shoot | A pistol shoot animation. For Players, "1hand_pistol_shoot" is an Ability Animation. Please refer to that section of this page for more information. | shoot | animatedMesh | |
1hand_pistol_unsheathe | An animation where the character pulls the pistol from an invisible belt holster. For Players, "1hand_pistol_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
Two-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_melee_dig_shovel | A simple dig animation using a shovel. For Players, "2hand_melee_dig_shovel" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_melee_slash_right | A horizontal melee swing to the right. For Players, "2hand_melee_slash_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_melee_slash_vertical | A downward melee swing. Also useful for a two handed hammering animation or mining animation. For Players, "2hand_melee_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_melee_unsheathe | The character pulls the 2h_melee weapon off of their back. For Players, "2hand_melee_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
Two-Hand Rifle | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_rifle_reload | An animation of reloading the rifle using a magazine. For Players, "2hand_rifle_reload_magazine" is an Ability Animation. Please refer to that section of this page for more information. | beginReload, beginProp, endProp, load, endReload | animatedMesh | |
2hand_rifle_shoot | A rifle shoot animation. For Player, "2hand_rifle_shoot" is an Ability Animation. Please refer to that section of this page for more information. | shoot | animatedMesh | |
2hand_rifle_unsheathe | An animation in which the character pulls the rifle from the characters back. For Players, "2hand_rifle_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
Two-Hand Staff | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_staff_magic_bolt | Magic casting animation which appears to launch a projectile forward from the staff. For Players, "2hand_staff_magic_bolt" is an Ability Animation. Please refer to that section of this page for more information. | animatedMesh | ||
2hand_staff_magic_up | Magic casting animation which raises the staff on cast. This animation is not direction specific. For Players, "2hand_staff_magic_up" is an Ability Animation. Please refer to that section of this page for more information. | animatedMesh |
Two-Hand Sword | Description | Notes | Events | Tags |
---|---|---|---|---|
2hand_sword_slash_left | A horizontal melee swing from left to right. For Players, "2hand_sword_slash_left" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_sword_slash_right | A horizontal melee swing from right to left. For Players, "2hand_sword_slash_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_sword_slash_spin | A spinning two handed sword attack that swings the sword from right to left horizontally. For Players, "2hand_sword_slash_spin" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, rightFootstep, endImpact, leftFootstep | animatedMesh | |
2hand_sword_slash_vertical | A downward melee swing. For Players, "2hand_sword_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_sword_thrust | A forward thrust melee attack. For Players, "2hand_sword_thrust" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
2hand_sword_unsheathe | The character pulls the sword off of their back. For Players, "2hand_sword_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
Dual-Wield Katana | Description | Notes | Events | Tags |
---|---|---|---|---|
dual_katana_left_hand_slash_left | A melee attack in which the left hand swings a weapon from left to right. For Players, "dual_katana_left_hand_slash_left" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_katana_left_hand_throw | A throw animation using the left hand. For Players, "dual_katana_left_hand_throw" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
dual_katana_right_hand_slash_right | A melee attack in which the right hand swings a weapon from right to left. For Players, "dual_katana_right_hand_slash_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_katana_right_hand_slash_vertical | A melee attack in which the right hand swings a weapon downward in front of the player. For Players, "dual_katana_right_hand_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_katana_right_hand_throw | A throw animation using the right hand. For Players, "dual_katana_right_hand_throw" is an Ability Animation. Please refer to that section of this page for more information. | action | animatedMesh | |
dual_katana_right_hand_thrust | A melee attack in which the right hand thrusts the weapon directly forward. For Players, "dual_katana_right_hand_thrust" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_katana_unsheathe | The character pulls one handed weapons off of their back. For Players, "dual_katana_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
Dual-Wield Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
dual_melee_dual_thrust | A melee attack which uses both hands to thrust weapons forward simultaneously. For Players, "dual_melee_dual_thrust" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_left_hand_slash_left | A melee attack in which the left hand swings a weapon from left to right. For Players, "dual_melee_left_hand_slash_left" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_left_hand_slash_right | A melee attack in which the left hand swings a weapon from right to left. For Players, "dual_melee_left_hand_slash_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_left_hand_thrust | A melee attack in which the left hand thrusts a weapon forward. For Players, "dual_melee_left_hand_thrust" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_right_hand_slash_left | A melee attack in which the right hand swings a weapon from left to right. For Players, "dual_melee_right_hand_slash_left" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_right_hand_slash_right | A melee attack in which the right hand swings a weapon from right to left. For Players, "dual_melee_right_hand_slash_right" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_right_hand_thrust | A melee attack in which the right hand thrusts a weapon forward. For Players, "dual_melee_right_hand_thrust" is an Ability Animation. Please refer to that section of this page for more information. | beginImpact, endImpact | animatedMesh | |
dual_melee_unsheathe | The character pulls one handed weapons off of their back. For Players, "dual_melee_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. | beginProp | animatedMesh |
Whelp
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | animatedMesh | ||
unarmed_idle_ready | A looping idle animation with fists up ready to strike or defend. | animatedMesh | ||
unarmed_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_run_forward | A looping movement animation. | animatedMesh | ||
unarmed_walk_forward | A looping slow movement animation. | animatedMesh |
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_claw | An attack animation that swipes with the characters claws. | beginImpact, endImpact | animatedMesh | |
unarmed_death | The first of 2 death animations for this character. It has the initial impact and ends with a looping "fall" animation. This is commonly paired with the Play Animation "unarmed_death_impact" which handles the characters body hitting the ground and coming to rest. | animatedMesh | ||
unarmed_death_impact | This animation is intended to handle the character hitting the ground after playing Play Animation "unarmed_death". | action | animatedMesh | |
unarmed_eat | The character quickly eats something. | animatedMesh | ||
unarmed_fall_cycle | A looping falling animation | animatedMesh | ||
unarmed_jump_begin | This is the launch section of a jump. If set to "loop" then this will cycle in the "fall" part of the animation indefinitely. | animatedMesh | ||
unarmed_jump_end | The character ends the jump state and returns to idle_relaxed. | animatedMesh | ||
unarmed_react_alert | This is a reaction animation, as if the character heard something nearby. | animatedMesh | ||
unarmed_react_damage | This is a generic reaction to an impact. | animatedMesh | ||
unarmed_slash | An attack animation that swipes with the characters feet. | beginImpact, endImpact | animatedMesh | |
unarmed_sleep_begin | The character enters a sleeping position. | animatedMesh | ||
unarmed_sleep_cycle | The character sleeping in a looping cycle. | animatedMesh | ||
unarmed_sleep_end | The character gets up from sleeping. | animatedMesh | ||
unarmed_spit | An attack animation that can be used for ranged attacks, such as spitting a fireball, or an acid spit. Also could be used as a roar/shout. | action | animatedMesh |
Fox
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | animatedMesh | ||
unarmed_idle_ready | A looping idle animation with fists up ready to strike or defend. | animatedMesh | ||
unarmed_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_run_forward | A looping movement animation. | animatedMesh | ||
unarmed_walk_forward | A looping slow movement animation. | animatedMesh |
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bite | An attack animation featuring a bite. | beginImpact, endImpact, leftFootstepExtra1, leftFootstep, rightFootstepExtra1, rightFootstep | animatedMesh | |
unarmed_death | A death animation that ends in a cycle of laying on the floor. | action, leftFootstep, rightFootstep | animatedMesh | |
unarmed_eat | The character quickly eats something. | animatedMesh | ||
unarmed_fall_cycle | A looping falling animation | animatedMesh | ||
unarmed_jump_begin | This is the launch section of a jump. If set to "loop" then this will cycle in the "fall" part of the animation indefinitely. | animatedMesh | ||
unarmed_jump_end | The character ends the jump state and returns to idle_relaxed. | leftFootstep, rightFootstep, rightFootstepExtra1, leftFootstepExtra1 | animatedMesh | |
unarmed_react_alert | This is a reaction animation, as if the character heard something nearby. | animatedMesh | ||
unarmed_react_damage | This is a generic reaction to an impact. | animatedMesh | ||
unarmed_sleep_begin | The character enters a sleeping position. | animatedMesh | ||
unarmed_sleep_cycle | The character sleeping in a looping cycle. | animatedMesh | ||
unarmed_sleep_end | The character gets up from sleeping. | animatedMesh | ||
unarmed_spit | An attack animation that can be used for ranged attacks, such as a roar/shout. Also could be used to shoot a fireball, or an acid spit. | action | animatedMesh |
Mecha
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | animatedMesh | ||
unarmed_fly_idle_ready | A looping idle animation with fists up ready to strike or defend. | animatedMesh | ||
unarmed_fly_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_fly_move_backward | A looping backward movement animation. | animatedMesh | ||
unarmed_fly_move_forward | A looping forward movement animation. | animatedMesh | ||
unarmed_fly_move_left | A looping left lateral movement animation. | animatedMesh | ||
unarmed_fly_move_right | A looping right lateral movement animation. | animatedMesh |
One-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_melee_fly_idle_ready | A looping idle animation with weapon ready to strike or defend. | animatedMesh | ||
1hand_melee_fly_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
1hand_melee_fly_move_backward | A looping backward movement animation. | animatedMesh | ||
1hand_melee_fly_move_forward | A looping forward movement animation. | animatedMesh | ||
1hand_melee_fly_move_left | A looping left lateral movement animation. | animatedMesh | ||
1hand_melee_fly_move_right | A looping right lateral movement animation. | animatedMesh |
One-Hand Pistol | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_pistol_fly_idle_ready | A looping idle animation with weapon ready to shoot. | animatedMesh | ||
1hand_pistol_fly_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
1hand_pistol_fly_move_backward | A looping backward movement animation. | animatedMesh | ||
1hand_pistol_fly_move_forward | A looping forward movement animation. | animatedMesh | ||
1hand_pistol_fly_move_left | A looping left lateral movement animation. | animatedMesh | ||
1hand_pistol_fly_move_right | A looping right lateral movement animation. | animatedMesh |
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_fly_chest_beam | A generic ability animation. Intended to be an attack from the chest or a not directional buff/action. | beginImpact, endImpact | animatedMesh | |
unarmed_fly_death | The first of 2 death animations for this character. It has the initial impact and ends with a looping "fall" animation. This is commonly paired with the Play Animation "unarmed_death_impact" which handles the characters body hitting the ground and coming to rest. | animatedMesh | ||
unarmed_fly_death_impact | This animation is intended to handle the character hitting the ground after playing Play Animation "unarmed_death". | action | animatedMesh | |
unarmed_fly_punch_right | A punch animation using the right hand. | beginImpact, endImpact | animatedMesh | |
unarmed_fly_react_damage | A generic reaction to an impact. | animatedMesh |
One-Hand Melee | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_melee_fly_right_hand_slash_right | An attack animation slashing the weapon from right to left. | beginImpact, endImpact | animatedMesh |
One-Hand Pistol | Description | Notes | Events | Tags |
---|---|---|---|---|
1hand_pistol_fly_death | The first of 2 death animations for this character. It has the initial impact and ends with a looping "fall" animation. This is commonly paired with the Play Animation "unarmed_death_impact" which handles the characters body hitting the ground and coming to rest. | animatedMesh | ||
1hand_pistol_fly_death_impact | This animation is intended to handle the character hitting the ground after playing Play Animation "unarmed_death". | action | animatedMesh | |
1hand_pistol_fly_react_damage | A generic reaction to an impact. | animatedMesh | ||
1hand_pistol_fly_reload | A reload of the firearm weapon. Assumes weapon geometry is attached to the characters "right_prop". | beginReload, beginProp, load, endProp, endReload | animatedMesh | |
1hand_pistol_fly_shoot | A shooting animation using the firearm. Assumes weapon geometry is attached to the characters "right_prop". | action | animatedMesh |
Raptor
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | animatedMesh | ||
unarmed_idle_ready | A looping idle animation with fists up ready to strike or defend. | animatedMesh | ||
unarmed_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_run_forward | A looping movement animation. | animatedMesh | ||
unarmed_walk_forward | A looping slow movement animation. | animatedMesh |
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bite | A melee attack animation using the jaws. | beginImpact, endImpact | animatedMesh | |
unarmed_claw | A melee attack animation using claws. | beginImpact, endImpact | animatedMesh | |
unarmed_death | A simple death animation | action | animatedMesh | |
unarmed_eat | The character quickly eats something. | animatedMesh | ||
unarmed_fall_cycle | A looping falling animation | animatedMesh | ||
unarmed_jump_begin | This is the launch section of a jump. If set to "loop" then this will cycle in the "fall" part of the animation indefinitely. | animatedMesh | ||
unarmed_jump_end | The character ends the jump state and returns to idle_relaxed. | rightFootstep, leftFootstep | animatedMesh | |
unarmed_react_alert | This is a reaction animation, as if the character heard something nearby. | animatedMesh | ||
unarmed_react_damage | A generic reaction to an impact. | animatedMesh | ||
unarmed_sleep_begin | The character enters a sleeping position. | animatedMesh | ||
unarmed_sleep_cycle | The character sleeping in a looping cycle. | animatedMesh | ||
unarmed_sleep_end | The character gets up from sleeping. | animatedMesh | ||
unarmed_spit | An attack animation that could be used for a ranged attack. The intended use was to emit a projectile from the characters mouth (fireball, poison spit, etc). | action | animatedMesh |
Spider
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | animatedMesh | ||
unarmed_idle_ready | A looping idle animation with fists up ready to strike or defend. | animatedMesh | ||
unarmed_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_run_forward | A looping movement animation. | rightFootstep, leftFootstepExtra3, rightFootstepExtra3, leftFootstep, leftFootstepExtra2, rightFootstepExtra1, rightFootstepExtra2, leftFootstepExtra1 | animatedMesh | |
unarmed_walk_forward | A looping slow movement animation. | rightFootstepExtra2, rightFootstep, rightFootstepExtra3, rightFootstepExtra1, leftFootstepExtra2, leftFootstep, leftFootstepExtra3, leftFootstepExtra1 | animatedMesh |
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bite | A melee attack animation using the jaws. | beginImpact, endImpact | animatedMesh | |
unarmed_death | A simple death animation | action | animatedMesh | |
unarmed_eat | The character quickly eats something. | animatedMesh | ||
unarmed_fall_cycle | A looping falling animation | animatedMesh | ||
unarmed_jump_begin | This is the launch section of a jump. If set to "loop" then this will cycle in the "fall" part of the animation indefinitely. | animatedMesh | ||
unarmed_jump_end | The character ends the jump state and returns to idle_relaxed. | animatedMesh | ||
unarmed_react_alert | This is a reaction animation, as if the character heard something nearby. | animatedMesh | ||
unarmed_react_damage | A generic reaction to an impact. | animatedMesh | ||
unarmed_thrust | A melee attack using the legs. | beginimpact, endImpact | animatedMesh | |
unarmed_sleep_begin | The character enters a sleeping position. | animatedMesh | ||
unarmed_sleep_cycle | The character sleeping in a looping cycle. | animatedMesh | ||
unarmed_sleep_end | The character gets up from sleeping. | animatedMesh |
Wolf
Animation Stances
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bind_pose | This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. | animatedMesh | ||
unarmed_idle_ready | A looping idle animation ready to strike or defend. | animatedMesh | ||
unarmed_idle_relaxed | A looping idle animation that is relaxed and comfortable. | animatedMesh | ||
unarmed_run_forward | A looping movement animation. | animatedMesh | ||
unarmed_walk_forward | A looping slow movement animation. | animatedMesh |
Play Animations
Unarmed | Description | Notes | Events | Tags |
---|---|---|---|---|
unarmed_bite | A melee attack animation using the jaws. | beginImpact, endImpact | animatedMesh | |
unarmed_claw | A melee attack animation using claws. | beginImpact, endImpact | animatedMesh | |
unarmed_death | A simple death animation | action | animatedMesh | |
unarmed_eat | The character quickly eats something. | animatedMesh | ||
unarmed_fall_cycle | A looping falling animation | animatedMesh | ||
unarmed_jump_begin | This is the launch section of a jump. If set to "loop" then this will cycle in the "fall" part of the animation indefinitely. | animatedMesh | ||
unarmed_jump_end | The character ends the jump state and returns to idle_relaxed. | leftFootstepExtra1, rightFootstepExtra1, leftFootstep, rightFootstep | animatedMesh | |
unarmed_react_alert | This is a reaction animation, as if the character heard something nearby. | animatedMesh | ||
unarmed_react_damage | A generic reaction to an impact. | animatedMesh | ||
unarmed_sleep_begin | The character enters a sleeping position. | animatedMesh | ||
unarmed_sleep_cycle | The character sleeping in a looping cycle. | animatedMesh | ||
unarmed_sleep_end | The character gets up from sleeping. | animatedMesh |