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Animations are coded into models (although a model may reference another model for the animations to be copied from).

Animations are used in the engine to time actions (eg casting a spell) as well as even make situational bonuses apply (eg; Knockdown is "they're in the knock down animation state" - the effect just plays the animation for a set duration).

This page is currently written just to list "these are animation names and durations" not about creating custom ones - that will hopefully follow!

Tutorials

A reasonably old tutorial on creature animations that still mainly applies today is available here: http://www.neverwinternights.info/cc_creatureanimation.htm

Full (Humanoid) versus Limited (Creature)

Most humanoid sized creatures use a full animation set - ie they can sit down, or whatever else. The super model for this is "a_ba" (which can also be edited to affect all things referencing it).

Many monster creatures use a limited animation set. These are usually more model-specific, eg; wolves would be very different to ogres.

Animation Lists

The animations have a model animation name, and a length. Length is in frames based on 60 FPS.

Full Animation List

a_ba Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
walk
30

walk_shieldl
30

walk_swordl
30

walk_swordr
30

walk_bowl
30

run
24

run_shieldl
24

run_swordl
24

run_swordr
24

run_bowl
24

pause1
60

pausesh
60

pausebrd
120

pausetrd
85

pausepsn
120

listen
60

salute
15

bow
60

drink
45
This uses a hardcoded "potion model" to drink from that appears out of nowhere, attached to hand. Name: it_potion_000.mdl if you want to replace it.
read
60
This uses a hardcoded "scroll model" to drink from that appears out of nowhere, attached to hand. Name: it_scrl_000.mdl if you want to replace it.
tlknorm
60

tlkplead
60

tlkforce
80

tlklaugh
60

greeting
60

getlow
15

getmid
15

sitdown
35

walkdead
30

kneel
60

meditate
60

worship
210

walkinj
30

pause2
60

getmidlp
50

getlowlp
50

lookfar
90

sit
60

sitcross
45

sitcrossps
59

drwright
20

drwleft
20

taunt
90

steal
60

pauseturn
15

pausewalkl
15

pausewalkr
15

pausewalkfl
30

pausewalkfr
30

runfl
20

runfr
20

2hreadyr
30

2hreadyl
30

2hslashl
30

2hslashr
30

2hstab
30

2hcloseh
30

2hclosel
30

2hreach
30

2hparryl
30

2hparryr
30

plreadyr
30

plreadyl
30

plslashl
30

plslashr
30

plstab
30

plcloseh
30

plclosel
30

plreach
30

plparryl
30

plparryr
30

plpause1
60

1hreadyr
30

1hreadyl
30

2wreadyr
30

2wreadyl
30

nwreadyl
30

nwreadyr
30

1hslashl
30

1hslashr
30

1hstab
30

1hcloseh
30

1hclosel
30

1hreach
30

1hparryr
30

1hparryl
30

dodgelr
30

dodges
30

damages
8

cwalkf
15

cwalkb
15

cwalkl
15

cwalkr
15

2wslashl
30

2wslashr
30

2wstab
30

2wcloseh
30

2wclosel
30

2wreach
30

nwslashl
30

nwstab
30

throwr
30

2wparryl
30

2wparryr
30

shieldl
30

kdbck
30

kdbckps
30

kdbckdmg
10

kdbckdie
30

gutokdb
30

gustandb
30

kdfnt
30

kdfntps
30

kdfntdmg
10

kdfntdie
30

gutokdf
30

gustandf
30

damagel
8

damager
8

nwcloseh
30

nwclosel
30

spasm
20

deadfnt
1

deadbck
1

nwreach
30

nwkickl
30

nwkickr
30

nwslashr
30

nwkicks
30

bowrdy
30

xbowrdy
30

bowshot
30

xbowshot
30

cturnr
15

damageb
8

conjure1
30

conjure2
30

castout
15

castoutlp
30

castself
15

castselflp
30

castup
15

castuplp
30

castarea
15

castarealp
30

victorymg
70

victoryth
44

victoryfr
52

castpoint
15

castpointlp
30

disappear
60

appear
60

disappearlp
1

whirlwind
93

2hslasho
30

plslasho
30

1hslasho
30

2wslasho
30

nwslasho
30

custom3start
30

custom3lp
60

custom3end
30

custom4start
80

custom4lp
60

custom4end
60

a_ba_casts Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
conjure1
30

conjure2
30

castout
15

castoutlp
30

castself
15

castselflp
30

castup
15

castuplp
30

castarea
15

castarealp
30

victorymg
70

victoryth
44

victoryfr
52

castpoint
15

castpointlp
30

disappear
60

appear
60

disappearlp
1

whirlwind
93

a_ba_med_weap Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
1hreadyr
30

1hreadyl
30

2wreadyr
30

2wreadyl
30

nwreadyl
30

nwreadyr
30

1hslashl
30

1hslashr
30

1hstab
30

1hcloseh
30

1hclosel
30

1hreach
30

1hparryr
30

1hparryl
30

dodgelr
30

dodges
30

damages
8

cwalkf
15

cwalkb
15

cwalkl
15

cwalkr
15

2wslashl
30

2wslashr
30

2wstab
30

2wcloseh
30

2wclosel
30

2wreach
30

nwslashl
30

nwstab
30

throwr
30

2wparryl
30

2wparryr
30

shieldl
30

kdbck
30

kdbckps
30

kdbckdmg
10

kdbckdie
30

gutokdb
30

gustandb
30

kdfnt
30

kdfntps
30

kdfntdmg
10

kdfntdie
30

gutokdf
30

gustandf
30

damagel
8

damager
8

nwcloseh
30

nwclosel
30

spasm
20

deadfnt
1

deadbck
1

nwreach
30

nwkickl
30

nwkickr
30

nwslashr
30

nwkicks
30

bowrdy
30

xbowrdy
30

bowshot
30

xbowshot
30

2wslasho
30

nwslasho
30

1hslasho
30

2hslasho
30

cturnr
15

damageb
8

a_ba_med_weap Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
walk
30

walk_shieldl
30

walk_swordl
30

walk_swordr
30

walk_bowl
30

run
24

run_shieldl
24

run_swordl
24

run_swordr
24

run_bowl
24

pause1
60

hturnl
60

hturnr
60

pausesh
60

pausebrd
120

pausetrd
85

pausepsn
120

listen
60

salute
15

bow
60

drink
45

read
60

tlknorm
60

tlkplead
60

tlkforce
80

tlklaugh
60

greeting
60

getlow
15

getmid
15

torchlHolding Torch in Left Hand60
Plays a continual sound while equipped unlike any other item (on the PC only, probably only they can hear it). Hardcoded in the engine to the Torch item type in baseitems.2da
sitdown
35

walkdead
30

kneel
60

meditate
60

worship
210

walkinj
30

pause2
60

getmidlp
50

getlowlp
50

lookfar
90

sit
60

sitcross
45

sitcrossps
59

drwright
20

drwleft
20

taunt
90

steal
60

pauseturn
15

pausewalkl
15

pausewalkr
15

xbowr
30

pausewalkfl
30

pausewalkfr
30

runfl
20

runfr
20

plpause1
60

a_ba_med_weap Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
mount1start
60

mount1lp
10

custom6lp
10

Partial Animation List

These are used by the non-humanoid based models.

Animation NameTitleAnimation DurationAnimation AvailabilityExample PictureDescription / Notes
creadyr (default ready to attack)default ready to attack60Partial

creadyl (alternate ready to attack)alternate ready to attack60


cdamagel
10


cdamager
10


cdamages
10


cpause1
90


ca1slashldefault claw attack, slash left45


cwalk
40


ccloselthe big slam with the leg30


ca1slashrdefault claw attack, slash right45


ca1stabdefault bite attack45


cclosehthe head butt30


creachattack when target moves away30


cparryrparry right30


cparrylparry left30


cdodgelrbig dodge30


cdodgessmall dodge30


ckdbck
30


ckdbckps
10


ckdbckdmg
20


ckdbckdiedying30


cdeadstatic death1


cguptokdbpreparing to get up off back30


cgustandbGetting up off back30


ccwalkfCombat Motion Forwards15


ccwalkbCombat Motion Backwards15


ccwalklCombat Motion Left15


ccwalkrCombat Motion Right15


cgetmid
15


chturnlhead turn left30


chturnrhead turn right30


ctauntTaunt30


cconjure1Conjuration43


ccastoutlpCasting outwards motion (loop)30


cappearAppear60

Most creatures use "pause" for this. Only Dragons etc. use it properly
cdisappearDisappear60

Most creatures use "pause" for this. Only Dragons etc. use it properly
ccastoutCasting outwards motion15


cgetmidlp
1


cspasm
20


crun
30


ccturnr
15


cdisappearlpDisappear (loop)60

Most creatures use "pause" for this. Only Dragons etc. use it properly

Ambient and non-combat Animations

Used when PlayAnimation is played and for certain actions in the game.

Many are also used in Conversations - a hardcoded list according to the GFF documentation, although since the list there doesn't correspond to the nwscript there may be more options? (presumably these are engine IDs?). Putting your own in via. a GFF editor may trigger some interesting results. The default conversation editor only shows these options however as per above menus. There is nothing special that PlayAnimation cannot do, so you can also use the animations from that.

The fact some say "overlay" probably means the head continues to bob as if talking when the animation is played. Not sure if PlayAnimation also does this or if you put in other values into this field in the GFF.

  • 0 = default, talk normal
  • 28 = taunt
  • 29 = greeting
  • 30 = listen
  • 33 = worship
  • 34 = overlay salute
  • 35 = bow
  • 37 = steal
  • 38 = talk normal
  • 39 = talk pleading
  • 40 = talk forceful
  • 41 = talk laugh
  • 44 = victory fighter (note: interestingly not named 1/2/3...class specific animations at one point?)
  • 45 = victory mage
  • 46 = victory thief
  • 48 = look far
  • 70 = overlay drink
  • 71 = overlay read
  • 88 = play no animation - A special one presumably stops talking (the 0 option or option 38)
Animation NameAnimation LengthAnimation TransitionAnimation AvailabilityPlayAnimation ID ANIMATION_* constantConstant valueConversation ID / Engine ID?Example PictureDescription / Notes




ANIMATION_LOOPING_PAUSE0

The looping animation of a creature standing around.




ANIMATION_LOOPING_PAUSE21

The looping animation of a creature standing around.




ANIMATION_LOOPING_LISTEN2

30 = listen


The looping animation of a creature listening.




ANIMATION_LOOPING_MEDITATE3

The looping animation of a creature meditating.




ANIMATION_LOOPING_WORSHIP4

33 = worship


The looping animation of the creature worshipping.




ANIMATION_LOOPING_LOOK_FAR5

48 = look far


The looping animation of a creature looking at a distance.




ANIMATION_LOOPING_SIT_CHAIR6

The looping animation of a creature sitting on a chair.




ANIMATION_LOOPING_SIT_CROSS7

The looping animation of a creature sitting cross-legged.




ANIMATION_LOOPING_TALK_NORMAL8

38 = talk normal


The looping animation of a creature talking.




ANIMATION_LOOPING_TALK_PLEADING9

39 = talk pleading


The looping animation of a creature pleading.




ANIMATION_LOOPING_TALK_FORCEFUL10

40 = talk forceful


The looping animation of a creature talking forcefully.




ANIMATION_LOOPING_TALK_LAUGHING11

41 = talk laugh


The looping animation of a creature laughing.




ANIMATION_LOOPING_GET_LOW12

Causes the object to bend down low to retrieve something from the floor.




ANIMATION_LOOPING_GET_MID13

Causes the object to bend down to get something at about waist height.




ANIMATION_LOOPING_PAUSE_TIRED14

The looping animation of a tired creature standing around.




ANIMATION_LOOPING_PAUSE_DRUNK15

The looping animation of a drunk creature standing around.




ANIMATION_LOOPING_DEAD_FRONT16

Creates a feign death or sleep-like effect that ends when the player moves or clicks on himself. If attacked while down, the player will not get up if hit.




ANIMATION_LOOPING_DEAD_BACK17

Like ANIMATION_LOOPING_DEAD_FRONT, except the creature will lie face up instead of face down.




ANIMATION_LOOPING_CONJURE118

The looping animation of someone conjuring something by moving hands in a pattern in front of themself.




ANIMATION_LOOPING_CONJURE219

The looping animation of someone conjuring something by waving their hands over their head.




ANIMATION_LOOPING_SPASM20

The looping animation of someone having a spasm. Actually looks a little creepy in my opinion...




ANIMATION_LOOPING_CUSTOM121

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM222

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM323

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM424

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM525

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM626

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM727

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM828

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM929

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1030

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1131

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1232

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1333

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1434

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1535

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1636

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1737

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1838

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1939

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM2040

Placeholder for custom content based animation.




ANIMATION_MOUNT141

1.69 "Horse Mount" animation




ANIMATION_DISMOUNT142

1.69 "Horse Dismount" animation




ANIMATION_LOOPING_CUSTOM2143

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2244

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2345

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2446

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2547

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2648

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2749

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2850

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2951

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3052

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3153

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3254

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3355

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3456

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3557

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3658

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3759

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3860

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3961

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4062

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4163

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4264

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4365

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4466

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4567

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4668

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4769

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4870

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4971

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5072

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5173

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5274

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5375

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5476

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5577

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5678

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5779

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5880

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5981

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6082

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6183

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6284

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6385

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6486

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6587

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6688

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6789

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6890

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6991

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM7092

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_FIREFORGET_HEAD_TURN_LEFT100

The animation of a creature turning its head left.




ANIMATION_FIREFORGET_HEAD_TURN_RIGHT101

The animation of a creature turning its head right.




ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD102

The animation of a creature standing around scratching its head.




ANIMATION_FIREFORGET_PAUSE_BORED103

The animation of a creature standing around bored.




ANIMATION_FIREFORGET_SALUTE104

34 = overlay salute


The animation of a creature saluting.




ANIMATION_FIREFORGET_BOW105

35 = bow


The bow animation.




ANIMATION_FIREFORGET_STEAL106

37 = steal


The stealing animation.




ANIMATION_FIREFORGET_GREETING107

29 = greeting


The animation of a creature greeting someone.




ANIMATION_FIREFORGET_TAUNT108

28 = taunt


The taunting animation.




ANIMATION_FIREFORGET_VICTORY1109

44 = victory fighter / "Victory 1"


One of the celebration animations. "Fighter" one according to Bioware documentation.




ANIMATION_FIREFORGET_VICTORY2110

45 = victory mage


One of the celebration animations. "Mage" one according to Bioware documentation.




ANIMATION_FIREFORGET_VICTORY3111

46 = victory thief


One of the celebration animations. "Thief" one according to Bioware documentation.




ANIMATION_FIREFORGET_READ112

71 = overlay read


The reading animation.




ANIMATION_FIREFORGET_DRINK113

70 = overlay drink


The drinking animation.




ANIMATION_FIREFORGET_DODGE_SIDE114

The animation of someone dodging something by taking a half-step to the side.




ANIMATION_FIREFORGET_DODGE_DUCK115

The animation of someone dodging something by ducking




ANIMATION_FIREFORGET_SPASM116

The animation of a creature having a spasm. Actually looks a little creepy in my opinion...

Conjuration and Casting Animations

Note that spells cast from items come with their own pre-set animations. These appear to be hardcoded to different baseitems.2da lines.

Item Typebaseitems.2da LineAnimation PlayedNotes
Potion49drinkPotions animation plus a gulping noise. This is ANIMATION_FIREFORGET_DRINK
Scroll54readDefault spell scroll. This is ANIMATION_FIREFORGET_READ
Spell Scroll75readCrafted spell scroll added in HotU. This is ANIMATION_FIREFORGET_READ
Grenade81throwrGrenades added in HotU. This is not a nwscript playable animation - it's the same animation that slings use.
Any other itemAnything elseoutDefault "out" cast animation. Duration based on spells.2da "CastTime" so, for instance, a "Cone of Cold" spell operates correctly when used from a staff.

Conjuration Animations

Conjuration animations fire while a spell is being cast (attacks of opportunity and concentration checks happen during this time).

For some feats and many monster abilities this is omitted or cut drastically short and leaps immediately into the CastAnim. Most spells use a default 1500 for this (1.5 seconds).

Animation NameAnimation LengthAnimation TransitionAnimation Availabilityspells.2da ConjAnim reference nameExample PictureDescription / Notes




hand

Conjuring with hands forwards

Also ANIMATION_LOOPING_CONJURE1





head

Conjuring with hands up

Also ANIMATION_LOOPING_CONJURE2

Casting Animations

Casting animations fire once the spell has gone off and throw a projectile / look cool.

They again have a CastTime which is usually 1000 (1 second) but several have higher (eg; Dragon Breath is 3000!).

Animation NameAnimation DurationAnimation Availabilityspells.2da CastAnim reference nameExample PictureDescription / Notes



area

Hands up but spread wide.

Example: Bless, Cloudkill




attack

 

Attack animation used.

Appears to be a single version of the attack animation based on the weapon used (or fists, if nothing equipped). EG: a great axe does a "thrust" animation. Bows, of course, use a fire animation, as to be expected since it was used primarily for the Arcane Archer.

Does work with all animation master types but of course defaults to the "first" attack. If no attack animations then no animation will play.

Need to tie up exactly what "default" animation is used for each weapon type - is it "stab" attack for each? Obviously bows will fire a shot - this was intended for Arcane Archer arrow attacks.

As with the "creature" one there is no "ConjAnim" or "ConjTime" set so it immediately does this, although the projectile delays the ImpactScript.

Example: Arcane Archer abilities.




out

Hands outstretched. Commonly used for cone attacks.

Example: Burning Hands, Sleep.




self

Hands together on chest.

Example: Aid, Magic Weapon.




touch

Left hand outstretched.

Example: Aid, Harm




up

Hands up and together.

Example: Call Lightning




creature

Mind Flayers use this as a special attack so only their model likely has it.

Note there is no ConjAnim for this "spell", the conjuration time is also blanked out so it should fire this animation immediately (and the ImpactScript near immediately).

Could be used as a new animation on other creatures who want to do something similarly (ie a custom monster ability).

Tile Animations

Animation NameAnimation DurationDescription / Notes

animloop1

50


animloop250
animloop350
Day50
Night50
Night2Day50
Day2Night50
tiledefault50

VFX Animations

Animation NameAnimation DurationDescription / Notes

impact

50


duration50
cessation50
default?

Placeable Animations

Animations just for placeables.

Animation NameAnimation DurationPlayAnimation ID ANIMATION_* constantConstant valueExample PictureDescription / Notes

on

on2off

50

?

ANIMATION_PLACEABLE_ACTIVATE200
The animation of a placeable becoming activated.

off

off2on

1

?

ANIMATION_PLACEABLE_DEACTIVATE201
The animation of a placeable becoming deactivated.

open

open2close

1

50

ANIMATION_PLACEABLE_OPEN202
The opening of a placeable animation.

close

close2open

1

50

ANIMATION_PLACEABLE_CLOSE203
The closing animation of a placeable.
die50



damage2



default?



Animations for Doors

Animations just for door objects.

Animation NameAnimation DurationPlayAnimation ID ANIMATION_* constantConstant valueExample PictureDescription / Notes


ANIMATION_DOOR_CLOSE204
Causes a door object to play it's close animation


ANIMATION_DOOR_OPEN1205
Causes a door object to play it's open way 1 animation


ANIMATION_DOOR_OPEN2206
Causes a door object to play it's open way 2 animation

Animations are coded into models (although a model may reference another model for the animations to be copied from).

Animations are used in the engine to time actions (eg casting a spell) as well as even make situational bonuses apply (eg; Knockdown is "they're in the knock down animation state" - the effect just plays the animation for a set duration).

This page is currently written just to list "these are animation names and durations" not about creating custom ones - that will hopefully follow!

Tutorials

A reasonably old tutorial on creature animations that still mainly applies today is available here: http://www.neverwinternights.info/cc_creatureanimation.htm

Full (Humanoid) versus Limited (Creature)

Most humanoid sized creatures use a full animation set - ie they can sit down, or whatever else. The super model for this is "a_ba" (which can also be edited to affect all things referencing it).

Many monster creatures use a limited animation set. These are usually more model-specific, eg; wolves would be very different to ogres.

Animation Lists

The animations have a model animation name, and a length. Length is in frames based on 60 FPS.

Full Animation List

a_ba Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
walk
30

walk_shieldl
30

walk_swordl
30

walk_swordr
30

walk_bowl
30

run
24

run_shieldl
24

run_swordl
24

run_swordr
24

run_bowl
24

pause1
60

pausesh
60

pausebrd
120

pausetrd
85

pausepsn
120

listen
60

salute
15

bow
60

drink
45

read
60

tlknorm
60

tlkplead
60

tlkforce
80

tlklaugh
60

greeting
60

getlow
15

getmid
15

sitdown
35

walkdead
30

kneel
60

meditate
60

worship
210

walkinj
30

pause2
60

getmidlp
50

getlowlp
50

lookfar
90

sit
60

sitcross
45

sitcrossps
59

drwright
20

drwleft
20

taunt
90

steal
60

pauseturn
15

pausewalkl
15

pausewalkr
15

pausewalkfl
30

pausewalkfr
30

runfl
20

runfr
20

2hreadyr
30

2hreadyl
30

2hslashl
30

2hslashr
30

2hstab
30

2hcloseh
30

2hclosel
30

2hreach
30

2hparryl
30

2hparryr
30

plreadyr
30

plreadyl
30

plslashl
30

plslashr
30

plstab
30

plcloseh
30

plclosel
30

plreach
30

plparryl
30

plparryr
30

plpause1
60

1hreadyr
30

1hreadyl
30

2wreadyr
30

2wreadyl
30

nwreadyl
30

nwreadyr
30

1hslashl
30

1hslashr
30

1hstab
30

1hcloseh
30

1hclosel
30

1hreach
30

1hparryr
30

1hparryl
30

dodgelr
30

dodges
30

damages
8

cwalkf
15

cwalkb
15

cwalkl
15

cwalkr
15

2wslashl
30

2wslashr
30

2wstab
30

2wcloseh
30

2wclosel
30

2wreach
30

nwslashl
30

nwstab
30

throwr
30

2wparryl
30

2wparryr
30

shieldl
30

kdbck
30

kdbckps
30

kdbckdmg
10

kdbckdie
30

gutokdb
30

gustandb
30

kdfnt
30

kdfntps
30

kdfntdmg
10

kdfntdie
30

gutokdf
30

gustandf
30

damagel
8

damager
8

nwcloseh
30

nwclosel
30

spasm
20

deadfnt
1

deadbck
1

nwreach
30

nwkickl
30

nwkickr
30

nwslashr
30

nwkicks
30

bowrdy
30

xbowrdy
30

bowshot
30

xbowshot
30

cturnr
15

damageb
8

conjure1
30

conjure2
30

castout
15

castoutlp
30

castself
15

castselflp
30

castup
15

castuplp
30

castarea
15

castarealp
30

victorymg
70

victoryth
44

victoryfr
52

castpoint
15

castpointlp
30

disappear
60

appear
60

disappearlp
1

whirlwind
93

2hslasho
30

plslasho
30

1hslasho
30

2wslasho
30

nwslasho
30

custom3start
30

custom3lp
60

custom3end
30

custom4start
80

custom4lp
60

custom4end
60

a_ba_casts Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
conjure1
30

conjure2
30

castout
15

castoutlp
30

castself
15

castselflp
30

castup
15

castuplp
30

castarea
15

castarealp
30

victorymg
70

victoryth
44

victoryfr
52

castpoint
15

castpointlp
30

disappear
60

appear
60

disappearlp
1

whirlwind
93

a_ba_med_weap Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
1hreadyr
30

1hreadyl
30

2wreadyr
30

2wreadyl
30

nwreadyl
30

nwreadyr
30

1hslashl
30

1hslashr
30

1hstab
30

1hcloseh
30

1hclosel
30

1hreach
30

1hparryr
30

1hparryl
30

dodgelr
30

dodges
30

damages
8

cwalkf
15

cwalkb
15

cwalkl
15

cwalkr
15

2wslashl
30

2wslashr
30

2wstab
30

2wcloseh
30

2wclosel
30

2wreach
30

nwslashl
30

nwstab
30

throwr
30

2wparryl
30

2wparryr
30

shieldl
30

kdbck
30

kdbckps
30

kdbckdmg
10

kdbckdie
30

gutokdb
30

gustandb
30

kdfnt
30

kdfntps
30

kdfntdmg
10

kdfntdie
30

gutokdf
30

gustandf
30

damagel
8

damager
8

nwcloseh
30

nwclosel
30

spasm
20

deadfnt
1

deadbck
1

nwreach
30

nwkickl
30

nwkickr
30

nwslashr
30

nwkicks
30

bowrdy
30

xbowrdy
30

bowshot
30

xbowshot
30

2wslasho
30

nwslasho
30

1hslasho
30

2hslasho
30

cturnr
15

damageb
8

a_ba_med_weap Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
walk
30

walk_shieldl
30

walk_swordl
30

walk_swordr
30

walk_bowl
30

run
24

run_shieldl
24

run_swordl
24

run_swordr
24

run_bowl
24

pause1
60

hturnl
60

hturnr
60

pausesh
60

pausebrd
120

pausetrd
85

pausepsn
120

listen
60

salute
15

bow
60

drink
45

read
60

tlknorm
60

tlkplead
60

tlkforce
80

tlklaugh
60

greeting
60

getlow
15

getmid
15

torchl
60

sitdown
35

walkdead
30

kneel
60

meditate
60

worship
210

walkinj
30

pause2
60

getmidlp
50

getlowlp
50

lookfar
90

sit
60

sitcross
45

sitcrossps
59

drwright
20

drwleft
20

taunt
90

steal
60

pauseturn
15

pausewalkl
15

pausewalkr
15

xbowr
30

pausewalkfl
30

pausewalkfr
30

runfl
20

runfr
20

plpause1
60

a_ba_med_weap Model

Animation NameTitleAnimation LengthExample PictureDescription / Notes
mount1start
60

mount1lp
10

custom6lp
10

Partial Animation List

These are used by the non-humanoid based models.

Animation NameTitleAnimation DurationAnimation AvailabilityExample PictureDescription / Notes
creadyr (default ready to attack)default ready to attack60Partial

creadyl (alternate ready to attack)alternate ready to attack60


cdamagel
10


cdamager
10


cdamages
10


cpause1
90


ca1slashldefault claw attack, slash left45


cwalk
40


ccloselthe big slam with the leg30


ca1slashrdefault claw attack, slash right45


ca1stabdefault bite attack45


cclosehthe head butt30


creachattack when target moves away30


cparryrparry right30


cparrylparry left30


cdodgelrbig dodge30


cdodgessmall dodge30


ckdbck
30


ckdbckps
10


ckdbckdmg
20


ckdbckdiedying30


cdeadstatic death1


cguptokdbpreparing to get up off back30


cgustandbGetting up off back30


ccwalkfCombat Motion Forwards15


ccwalkbCombat Motion Backwards15


ccwalklCombat Motion Left15


ccwalkrCombat Motion Right15


cgetmid
15


chturnlhead turn left30


chturnrhead turn right30


ctauntTaunt30


cconjure1Conjuration43


ccastoutlpCasting outwards motion (loop)30


cappearAppear60

Most creatures use "pause" for this. Only Dragons etc. use it properly
cdisappearDisappear60

Most creatures use "pause" for this. Only Dragons etc. use it properly
ccastoutCasting outwards motion15


cgetmidlp
1


cspasm
20


crun
30


ccturnr
15


cdisappearlpDisappear (loop)60

Most creatures use "pause" for this. Only Dragons etc. use it properly

Ambient and non-combat Animations

Used when PlayAnimation is played and for certain actions in the game.

Many are also used in Conversations - a hardcoded list according to the GFF documentation, although since the list there doesn't correspond to the nwscript there may be more options? (presumably these are engine IDs?). Putting your own in via. a GFF editor may trigger some interesting results. The default conversation editor only shows these options however as per above menus. There is nothing special that PlayAnimation cannot do, so you can also use the animations from that.

The fact some say "overlay" probably means the head continues to bob as if talking when the animation is played. Not sure if PlayAnimation also does this or if you put in other values into this field in the GFF.

  • 0 = default, talk normal
  • 28 = taunt
  • 29 = greeting
  • 30 = listen
  • 33 = worship
  • 34 = overlay salute
  • 35 = bow
  • 37 = steal
  • 38 = talk normal
  • 39 = talk pleading
  • 40 = talk forceful
  • 41 = talk laugh
  • 44 = victory fighter (note: interestingly not named 1/2/3...class specific animations at one point?)
  • 45 = victory mage
  • 46 = victory thief
  • 48 = look far
  • 70 = overlay drink
  • 71 = overlay read
  • 88 = play no animation - A special one presumably stops talking (the 0 option or option 38)
Animation NameAnimation LengthAnimation TransitionAnimation AvailabilityPlayAnimation ID ANIMATION_* constantConstant valueConversation ID / Engine ID?Example PictureDescription / Notes




ANIMATION_LOOPING_PAUSE0

The looping animation of a creature standing around.




ANIMATION_LOOPING_PAUSE21

The looping animation of a creature standing around.




ANIMATION_LOOPING_LISTEN2

30 = listen


The looping animation of a creature listening.




ANIMATION_LOOPING_MEDITATE3

The looping animation of a creature meditating.




ANIMATION_LOOPING_WORSHIP4

33 = worship


The looping animation of the creature worshipping.




ANIMATION_LOOPING_LOOK_FAR5

48 = look far


The looping animation of a creature looking at a distance.




ANIMATION_LOOPING_SIT_CHAIR6

The looping animation of a creature sitting on a chair.




ANIMATION_LOOPING_SIT_CROSS7

The looping animation of a creature sitting cross-legged.




ANIMATION_LOOPING_TALK_NORMAL8

38 = talk normal


The looping animation of a creature talking.




ANIMATION_LOOPING_TALK_PLEADING9

39 = talk pleading


The looping animation of a creature pleading.




ANIMATION_LOOPING_TALK_FORCEFUL10

40 = talk forceful


The looping animation of a creature talking forcefully.




ANIMATION_LOOPING_TALK_LAUGHING11

41 = talk laugh


The looping animation of a creature laughing.




ANIMATION_LOOPING_GET_LOW12

Causes the object to bend down low to retrieve something from the floor.




ANIMATION_LOOPING_GET_MID13

Causes the object to bend down to get something at about waist height.




ANIMATION_LOOPING_PAUSE_TIRED14

The looping animation of a tired creature standing around.




ANIMATION_LOOPING_PAUSE_DRUNK15

The looping animation of a drunk creature standing around.




ANIMATION_LOOPING_DEAD_FRONT16

Creates a feign death or sleep-like effect that ends when the player moves or clicks on himself. If attacked while down, the player will not get up if hit.




ANIMATION_LOOPING_DEAD_BACK17

Like ANIMATION_LOOPING_DEAD_FRONT, except the creature will lie face up instead of face down.




ANIMATION_LOOPING_CONJURE118

The looping animation of someone conjuring something by moving hands in a pattern in front of themself.




ANIMATION_LOOPING_CONJURE219

The looping animation of someone conjuring something by waving their hands over their head.




ANIMATION_LOOPING_SPASM20

The looping animation of someone having a spasm. Actually looks a little creepy in my opinion...




ANIMATION_LOOPING_CUSTOM121

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM222

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM323

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM424

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM525

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM626

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM727

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM828

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM929

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1030

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1131

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1232

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1333

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1434

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1535

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1636

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1737

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1838

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM1939

Placeholder for custom content based animation.




ANIMATION_LOOPING_CUSTOM2040

Placeholder for custom content based animation.




ANIMATION_MOUNT141

1.69 "Horse Mount" animation




ANIMATION_DISMOUNT142

1.69 "Horse Dismount" animation




ANIMATION_LOOPING_CUSTOM2143

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2244

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2345

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2446

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2547

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2648

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2749

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2850

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM2951

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3052

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3153

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3254

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3355

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3456

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3557

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3658

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3759

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3860

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM3961

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4062

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4163

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4264

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4365

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4466

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4567

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4668

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4769

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4870

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM4971

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5072

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5173

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5274

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5375

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5476

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5577

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5678

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5779

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5880

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM5981

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6082

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6183

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6284

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6385

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6486

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6587

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6688

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6789

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6890

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM6991

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_LOOPING_CUSTOM7092

Placeholder for custom content based animation. NWN:EE only.




ANIMATION_FIREFORGET_HEAD_TURN_LEFT100

The animation of a creature turning its head left.




ANIMATION_FIREFORGET_HEAD_TURN_RIGHT101

The animation of a creature turning its head right.




ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD102

The animation of a creature standing around scratching its head.




ANIMATION_FIREFORGET_PAUSE_BORED103

The animation of a creature standing around bored.




ANIMATION_FIREFORGET_SALUTE104

34 = overlay salute


The animation of a creature saluting.




ANIMATION_FIREFORGET_BOW105

35 = bow


The bow animation.




ANIMATION_FIREFORGET_STEAL106

37 = steal


The stealing animation.




ANIMATION_FIREFORGET_GREETING107

29 = greeting


The animation of a creature greeting someone.




ANIMATION_FIREFORGET_TAUNT108

28 = taunt


The taunting animation.




ANIMATION_FIREFORGET_VICTORY1109

44 = victory fighter / "Victory 1"


One of the celebration animations. "Fighter" one according to Bioware documentation.




ANIMATION_FIREFORGET_VICTORY2110

45 = victory mage


One of the celebration animations. "Mage" one according to Bioware documentation.




ANIMATION_FIREFORGET_VICTORY3111

46 = victory thief


One of the celebration animations. "Thief" one according to Bioware documentation.




ANIMATION_FIREFORGET_READ112

71 = overlay read


The reading animation.




ANIMATION_FIREFORGET_DRINK113

70 = overlay drink


The drinking animation.




ANIMATION_FIREFORGET_DODGE_SIDE114

The animation of someone dodging something by taking a half-step to the side.




ANIMATION_FIREFORGET_DODGE_DUCK115

The animation of someone dodging something by ducking




ANIMATION_FIREFORGET_SPASM116

The animation of a creature having a spasm. Actually looks a little creepy in my opinion...

Conjuration and Casting Animations

Note that spells cast from items come with their own pre-set animations. These appear to be hardcoded to different baseitems.2da lines.

Item Typebaseitems.2da LineAnimation PlayedNotes
Potion49drinkPotions animation plus a gulping noise. This is ANIMATION_FIREFORGET_DRINK
Scroll54readDefault spell scroll. This is ANIMATION_FIREFORGET_READ
Spell Scroll75readCrafted spell scroll added in HotU. This is ANIMATION_FIREFORGET_READ
Grenade81throwrGrenades added in HotU. This is not a nwscript playable animation - it's the same animation that slings use.
Any other itemAnything elseoutDefault "out" cast animation. Duration based on spells.2da "CastTime" so, for instance, a "Cone of Cold" spell operates correctly when used from a staff.

Conjuration Animations

Conjuration animations fire while a spell is being cast (attacks of opportunity and concentration checks happen during this time).

For some feats and many monster abilities this is omitted or cut drastically short and leaps immediately into the CastAnim. Most spells use a default 1500 for this (1.5 seconds).

Animation NameAnimation LengthAnimation TransitionAnimation Availabilityspells.2da ConjAnim reference nameExample PictureDescription / Notes




hand

Conjuring with hands forwards

Also ANIMATION_LOOPING_CONJURE1





head

Conjuring with hands up

Also ANIMATION_LOOPING_CONJURE2

Casting Animations

Casting animations fire once the spell has gone off and throw a projectile / look cool.

They again have a CastTime which is usually 1000 (1 second) but several have higher (eg; Dragon Breath is 3000!).

Animation NameAnimation DurationAnimation Availabilityspells.2da CastAnim reference nameExample PictureDescription / Notes



area

Hands up but spread wide.

Example: Bless, Cloudkill




attack

 

Attack animation used.

Appears to be a single version of the attack animation based on the weapon used (or fists, if nothing equipped). EG: a great axe does a "thrust" animation. Bows, of course, use a fire animation, as to be expected since it was used primarily for the Arcane Archer.

Need to tie up exactly what "default" animation is used for each weapon type - is it "stab" attack for each?

As with the "creature" one there is no "ConjAnim" or "ConjTime" set so it immediately does this, although the projectile delays the ImpactScript.

Example: Arcane Archer abilities.




out

Hands outstretched. Commonly used for cone attacks.

Example: Burning Hands, Sleep.




self

Hands together on chest.

Example: Aid, Magic Weapon.




touch

Left hand outstretched.

Example: Aid, Harm




up

Hands up and together.

Example: Call Lightning




creature

Mind Flayers use this as a special attack so only their model likely has it.

Note there is no ConjAnim for this "spell", the conjuration time is also blanked out so it should fire this animation immediately (and the ImpactScript near immediately).

Could be used as a new animation on other creatures who want to do something similarly (ie a custom monster ability).

Tile Animations

Animation NameAnimation DurationDescription / Notes

animloop1

50


animloop250
animloop350
Day50
Night50
Night2Day50
Day2Night50
tiledefault50

VFX Animations

Animation NameAnimation DurationDescription / Notes

impact

50


duration50
cessation50
default?

Placeable Animations

Animations just for placeables.

Animation NameAnimation DurationPlayAnimation ID ANIMATION_* constantConstant valueExample PictureDescription / Notes

on

on2off

50

?

ANIMATION_PLACEABLE_ACTIVATE200
The animation of a placeable becoming activated.

off

off2on

1

?

ANIMATION_PLACEABLE_DEACTIVATE201
The animation of a placeable becoming deactivated.

open

open2close

1

50

ANIMATION_PLACEABLE_OPEN202
The opening of a placeable animation.

close

close2open

1

50

ANIMATION_PLACEABLE_CLOSE203
The closing animation of a placeable.
die50



damage2



default?



Animations for Doors

Animations just for door objects.

Animation NameAnimation DurationPlayAnimation ID ANIMATION_* constantConstant valueExample PictureDescription / Notes


ANIMATION_DOOR_CLOSE204
Causes a door object to play it's close animation


ANIMATION_DOOR_OPEN1205
Causes a door object to play it's open way 1 animation


ANIMATION_DOOR_OPEN2206
Causes a door object to play it's open way 2 animation
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