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

NWN's engine supports animation which are not just movement, rotation or other object transforms; you can also 'animate' some Trimesh properties such as Alpha and self-illumination colour (used for e.g. fading in/out a night-time glow in the windows of buildings).

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 Simple (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.

The types of animation allowed are set by the appearance.2da line:

MODELTYPE IDType on PageDescription

P - Parts based

Full Animations

P = player animation type (Has all the options) - creature model is composed of multiple body parts each with their own MDL and textured with PLTs. Model changes when armor is worn, and colors are selectable. See note of model names in RACE column above.

F - FullFull Animations

F = full animation (humanoid models, generally). This is a single creature MDL rather than multiple parts. They use the same animations as PCs like 'run' and 'walk'. Same as simple in regards to model, and weapon items can appear when equipped in right or left hand inventory slots unlike S. They have a supermodel that's an a_ba variant just like PCs. Example: Succubus.

Item nodes (rhand, lhand, lforearm) can be ommitted from the model and won't be shown/animated if so, for instance the Bodak shows no weapons while the Asabi Chieftain doesn't show shields but does show 2 weapons.

S - SimpleSimple Animations

S = simple animations. Weapons do not appear when equipped even if the nodes are present (although said nodes can still be used for progfx.2da attachment points if added later).

Most animals have this, meaning they really only have their taunt/spasm animation plus attacks. These models use only creature animations like 'crun' and 'cwalk' which are a very cut down version of the full animation set. Example: Wolf, Dragon, Badger.

L - LargeLimited Animations

L = limited animations (Balor, Driders, Giants, etc.). They use mostly the same animations as 'S' models (crun and cwalk, etc.) except weapon nodes and even shields can appear.

Additionally they also can use Bow or Crossbow ranged weapons with full animations, if the animations are coded for it. Not all models have animations for the ranged weapons though - primarily this seems to be done only for Formians and Driders.

Weapons can be hidden by not having the correct nodes to attach to - excepting these items for some reason (even though the default animation used for them may be well suitable, and the toolset renders them):

  • Torch
  • Sling
  • Shuriken
  • Dart
  • Throwing Axe

You do need suitable animations for more than just a single weapon of course. EG the Ettin has a second hand but faces the weapon downwards - primarily it uses a spear in the offhand - meaning the animations match the weapon but only really that weapon.

One other note: the WEAPONSCALE property in appearance.2da does scale the weapon visually but does not add any additional range to melee attacks - the game assumes you've sized the creatures combat distance accurately to the weapon they (usually) weild, eg a Balor with his Greatsword.

See the Model Special Nodes page for more information on the dummy nodes used for the 3 points - they're named "rhand" (primary weapon), "lhand" (left hand weapon) and "lforearm" (shield).

Example with single weapon only: Balor

Example with 2 weapons but no shield: Ettin

Example with bows and crossbows working plus 2 weapons: Drider Chieftain

Example with bows, crossbows, shield point and 2 weapons: Formian Worker

There are modifiers for these MODELTYPE which can be added but don't affect the animations available as such:

  • W - Wings allowed (P assumes this)
  • T - Tail allowed (P assumes this)

Animation Types

Loop - The animation is built to be looped. The first and last frames are the same pose. Often called "duration".

FNF - "Fire and forget" animations play once and include the start and end portions in the single animation. Most commonly used for emotes and actions. Many however can be looped just fine (especially useful for the talking ones for instance).

Start - The animation includes only the starting portion of the animation, which can also be called "impact". Some game animations are the same for start and end, and just reverse the start one.

End - The animation includes only the ending portion of the animation, often called "cessation".

Animation Root

The animroot parameter in the animation header tells which bone is the highest level bone controlling the animation. Multiple animations can be mixed within a timeframe. The animation with the deeper animroot takes precedence. Full body animations have their animroot set to the rootdummy, while partial body animations, like walking with a shield, only animate from the torso down to the hands.

Animation Length

The animations have a length parameter (a floating point number, in seconds) - this is set in MDL as the "length" parameter. This is in real seconds and orientationkey fields determine the progression of the animation over that time period. Each node affected can have different amounts of changes to the animation done, and the game interpolates between the times - although it is best to keep them frequent throughout the time period.

Some animations can be quite long - like 7 seconds for "worship" - while some are super short - 0.0333333015 for "deadfnt".

Example Animation Length is in frames based on 30 FPS below, so a length of "1" second would be 30 frames of animation, and a length of "0.5" would be 15. 0.033333 seems to be the lowest - which is about 1FPS - and probably should be a guideline on how a "static" and quick animation is done (in this case, being dead you don't move much!). The frames total is useful since Blender uses frames for it's animation timeline (in fact Biowares original max files tended to, thus some odd rounding errors sometimes).

Some animation are hardcoded to run for a predefined amount of time. If you make it longer or shorter the game compresses or expands the time. For instance walk animations have a set time loop and going beyond that makes the animation look sped up.

The transtime parameter (a floating point number, in seconds) is used to specify a time that transitions can be made into this animation from others. This should of course be shorter then the total animation time.

It's not clear which ones are hardcoded fully like this. This information should be listed below if known.

Custom Animations

The default a_ba etc. MDL files tend not to include custom animation definitions. These are for adding yourself as a modder. You have options of just using the looping animation or adding a start and end animation too.

Animations are named:

  • customXstart - the starting animation, fired once when the animation starts
  • customXlp - the looping animation, this can be the only one present if required
  • customXend - the ending animation, fired once when the animation ends

With NWN:EE you can use custom1 up to custom70 with relevant constants for PlayAnimation available to use them.

Choice of Combat and Pause Animations based on Weapon

The weapon or items you have equipped in your left and right hands affect many animations. The main baseitems.2da WeaponWield column controls a lot of this although some is hardcoded slightly. Some rough notes on additional things that occur that are not combat animation related:

  • **** = standard one-handed weapon (although may be two handed if small creature is wielding it)
    • Torches have their animation coded to their baseitems.2da line
  • 1 = not wieldable
  • 4 = two-handed weapon (polearm)
    • Has a special idle animation (over the shoulder at rest)
  • 5 = bow
    • Special walk animation overlay
  • 6 = crossbow
    • Has a special idle animation
  • 7 = shield
    • Special walk animation overlay
  • 8 = double-sided weapon
    • Has a special idle animation (over the shoulder at rest)
  • 9 = creature weapon
  • 10 = sling
  • 11 = throwing weapon (dart, shuriken or throwing axe)

Weapon Animations

When attacks occur the weapon model itself can have animations. This is most easily seen on Bioware weapons with the Longbow, Flail and Morningstar weapons.

For an example eee the animation in wbwln_t_011.mdl for a "bowshot" animation for longbows:

newanim bowshot WBwLn_t_011
  length 1
  transtime 0.25
  animroot WBwLn_t_011
  node dummy WBwLn_t_011
    parent NULL
  endnode
  node trimesh g_WBwLn_t_011a
    parent WBwLn_t_011
    ambient 1 1 1
    diffuse 1 1 1
    specular 0 0 0
    shininess 1
    orientationkey 8
         0.0000000    0.0000000    0.0000000    0.0000000    0.0000000
         0.3000000    0.0000000    0.0000000    0.0000000    0.0000000
         0.5000000   -1.0000000    0.0000000    0.0000000   -0.4363400
         0.5666670    1.0000000    0.0000000    0.0000000   -0.1483500
         0.6333330   -1.0000000    0.0000000    0.0000000   -0.2836200
         0.6666670    1.0000000    0.0000000    0.0000000   -0.0239901
         0.7666670   -1.0000000    0.0000000    0.0000000   -0.1069100
         1.0000000    0.0000000    0.0000000    0.0000000    0.0000000
  endnode
  node trimesh g_WBwLn_t_011b
    parent WBwLn_t_011
    ambient 1 1 1
    diffuse 1 1 1
    specular 0 0 0
    shininess 1
    position 0 -0.100161 -0.0171604
    orientationkey 8
         0.0000000    0.0000000    0.0000000    0.0000000    0.0000000
         0.3000000    0.0000000    0.0000000    0.0000000    0.0000000
         0.5000000    1.0000000    0.0000000    0.0000000   -0.4014200
         0.5666670   -1.0000000    0.0000000    0.0000000   -0.0610900
         0.6333330    1.0000000    0.0000000    0.0000000   -0.2007100
         0.6666670    1.0000000    0.0000000    0.0000000   -0.0043601
         0.7666670    1.0000000    0.0000000    0.0000000   -0.0698100
         1.0000000    0.0000000    0.0000000    0.0000000    0.0000000
  endnode
doneanim bowshot WBwLn_t_011

Example of something that uses this, in wbwln_t_012.mdl where setsupermodel wbwln_t_012 wbwln_t_011 is used to inherit the animation an the parts are named g_wbwln_t_011a instead of referring to the parent model. This lets the animation inherit properly.

#MAXMODEL ASCII
# model: WBwLn_t_012
filedependancy WBwLn_t_012.max
newmodel WBwLn_t_012
setsupermodel WBwLn_t_012 WBwLn_t_011
classification CHARACTER
setanimationscale 1
#MAXGEOM  ASCII
beginmodelgeom WBwLn_t_012
node dummy WBwLn_t_012
  parent NULL
endnode
node trimesh g_WBwLn_t_011a
  parent WBwLn_t_012
  ambient 1 1 1
  diffuse 1 1 1
  specular 0 0 0
  shininess 1
  bitmap W_metal_tex
  verts 12
       0.0000000    0.6989120    0.2579920
       0.0000000    0.7310360    0.3044140
       0.0219111    0.6911440    0.2668750
       0.0000000    0.7127190    0.3035080
      -0.0219111    0.6911440    0.2668750
       0.0000000    0.6569380    0.2401160
       0.0000000    0.6943400    0.2378810
       0.0000000    0.7192810    0.2537490
       0.0219111    0.6943260    0.2496600
       0.0000000    0.6943130    0.2614390
      -0.0219111    0.6943260    0.2496600
       0.0000000    0.6817340    0.2494740
  tverts 8
       0.2836260    0.5971280  0
       0.2836260    0.6837830  0
       0.3269540    0.6274580  0
       0.3702810    0.6577870  0
       0.4569370    0.6837830  0
       0.4136090    0.6274580  0
       0.4569370    0.5971280  0
       0.3702810    0.5711320  0
  faces 16
     0  1  2  1  0 1 2   2
     2  1  3  1  2 1 3   2
     3  1  4  1  3 4 5   2
     4  1  0  1  5 4 6   2
     2  5  0  1  2 7 0   2
     3  5  2  1  3 7 2   2
     4  5  3  1  5 7 3   2
     0  5  4  1  6 7 5   2
     6  7  8  1  0 1 2   2
     8  7  9  1  2 1 3   2
     9  7 10  1  3 4 5   2
    10  7  6  1  5 4 6   2
     8 11  6  1  2 7 0   2
     9 11  8  1  3 7 2   2
    10 11  9  1  5 7 3   2
     6 11 10  1  6 7 5   2
  position 0 0.099502 -0.0170792
  orientation 0 0 0 0
  scale 1
  alpha 1
  selfillumcolor 0 0 0
endnode
node trimesh g_WBwLn_t_011b
  parent WBwLn_t_012
  ambient 1 1 1
  diffuse 1 1 1
  specular 0 0 0
  shininess 1
  bitmap W_metal_tex
  verts 12
       0.0000000   -0.7058650    0.2579960
       0.0000000   -0.7379890    0.3044200
      -0.0219111   -0.6980970    0.2668790
       0.0000000   -0.7196720    0.3035130
       0.0219111   -0.6980970    0.2668790
       0.0000000   -0.6638910    0.2401200
       0.0000000   -0.7012930    0.2378850
       0.0000000   -0.7262350    0.2537550
      -0.0219111   -0.7012800    0.2496640
       0.0000000   -0.7012670    0.2614430
       0.0219111   -0.7012800    0.2496640
       0.0000000   -0.6886870    0.2494780
  tverts 8
       0.2856000    0.5874670  0
       0.2856000    0.6741220  0
       0.3289280    0.6177960  0
       0.3722550    0.6481250  0
       0.4589100    0.6741220  0
       0.4155830    0.6177960  0
       0.4589100    0.5874670  0
       0.3722550    0.5614700  0
  faces 16
     0  1  2  1  0 1 2   2
     2  1  3  1  2 1 3   2
     3  1  4  1  3 4 5   2
     4  1  0  1  5 4 6   2
     2  5  0  1  2 7 0   2
     3  5  2  1  3 7 2   2
     4  5  3  1  5 7 3   2
     0  5  4  1  6 7 5   2
     6  7  8  1  0 1 2   2
     8  7  9  1  2 1 3   2
     9  7 10  1  3 4 5   2
    10  7  6  1  5 4 6   2
     8 11  6  1  2 7 0   2
     9 11  8  1  3 7 2   2
    10 11  9  1  5 7 3   2
     6 11 10  1  6 7 5   2
  position 0 -0.100161 -0.0171604
  orientation 0 0 0 0
  scale 1
  alpha 1
  selfillumcolor 0 0 0
endnode
endmodelgeom WBwLn_t_012

donemodel WBwLn_t_012

Other models with relevant animations you might want to be aware of (this might not be an exhaustive list):

  • Flail, Heavy - wblfh_t_011.mdl
    • Contains numerous animations for all kinds of stances and attacks, since it involves a chain and ball for Flail, Heavy Flail and Morningstar which reference it
  • Sling - wbwsl_011.mdl (and other sling models)
    • Animations for attacking, for some reason supermodels were not used for this
  • Shortbow - wbwsh_t_011.mdl
    • Bowshot similar to longbow

Projectile Weapons

  • Projectile animations from weapons originate from the "rhand" node of a creature.  If the "rhand" node is not available, the projectile will originate slightly higher than the root dummy.
    • Arrows
    • Bolts
    • Bullets
    • Throwing Axe

Animation Supermodels

The game can inherit animations - no need to have every MDL file have animations in it. A model may have a (super)model from which it inherits animations. The model may overwrite any animation from its supermodel. The structure of the two models must to match, i.e. the order of the objects in both files must be the same.

The most complex chain of supermodels is the ones used for player models. This section will be filled out with the hierarchy (and why you see slightly different animations for say, Half-Orcs compared to Humans) later.

As noted above supermodels can be used for weapons as well.

Animation Lists

These lists have been reordered from what is in the MDL files to be in a more sensible order where things related to each other are next to each other (eg sitdown and sit animations).

  • Animation Name - the name used in the MDL file. Recommended to make it lowercase as the default files do.
  • Title - What we're calling it here for clarity
  • Length - The "length" field timing in seconds that the engine assumes. If the example FPS isn't matching up it'll just speed up or slow down the animation.
  • Example Animation Length (30FPS) - since Blender and 3dsMax work in frames, not seconds, this is an example time frame for 30FPS
  • Base/Overlay - Some animations are base animations, and some will overlay on top of an existing animation, for instance talking animations, over the pause or sit animation, or having a shield equipped when running.
  • Type - See above for types.
  • Animroot - The root node this animation is tied to, eg; torso_g - see notes about about animroot
  • nwscript PlayAnimation constant - the constant to use in PlayAnimation to get this to play.
  • Example picture - example picture if required

Full Animation List

Full models are "P" for parts-based player models and "F" for full animation set single-models.

Animation NameTitleEngine assumed lengthExample Animation Length (30FPS)Transition time lengthTransition time in framesBase/OverlayTypeAnimrootnwscript PlayAnimation constant or 2da entry optionExample PictureDescription / Notes
Idle










pause1Pause 1260

BaseLoop
ANIMATION_LOOPING_PAUSE
Default pause animation, used when the creature is just standing around.
pause2Pause 2260

BaseLoop
ANIMATION_LOOPING_PAUSE2
Second pause animation when standing around. Can be used by PlayAnimation or more commonly in conversations. It seems Bioware just made it change the hip the females were resting on, and for men
pauseshPause: Scratch Head260

Overlay: Torso upFNF
ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD
Unit scratches neck 
pausebrdPause: Bored
120

BaseFNF
ANIMATION_FIREFORGET_PAUSE_BORED
Unit stretches and gives a big yawn
pausetrdPause: Tired
85

BaseLoop
ANIMATION_LOOPING_PAUSE_TIRED
Unit appears winded after running
pausepsnPause: Drunk
130

BaseLoop
ANIMATION_LOOPING_PAUSE_DRUNK
Unit appears disoriented or drunk
Walk and Run










walkWalk130

BaseLoop


Main walk animation loop. Note overlays can be played on top of it - especially the walk_shieldl/walk_swordl/walk_swordr/walk_bowl animations.
walkinjWalk: Injured130

BaseLoop


Not used by the game by default but can be added with item property "Special Walk" in NWN:EE. Perhaps originally Bioware had a HP threshold where this walk would play (although there is no run equivalent).
walkdeadWalk: Undead130

BaseLoop


Zombie walk, can be enabled with the "Special Walk" item property.
walk_shieldlWalk overlay: Shield in left130

Overlay: torso upLoop


Overlay animation: moves arms as shield is in left hand. Can be combined with walk_swordr.
walk_swordlWalk overlay: Weapon in left130

Overlay: torso upLoop


Overlay animation: moves arms as weapon is in left hand. Can be combined with walk_swordr.
walk_swordrWalk overlay: Weapon in right130

Overlay: torso upLoop


Overlay animation: moves arms as weapon is in right hand. Can be combined with walk_shieldl or walk_swordl.
walk_bowlWalk overlay: Bow left hand130

Overlay: torso upLoop


Overlay animation: moves arms as bow is in left hand. Won't combine with the others.
runRun0.824

BaseLoop


Main run animation loop. Note overlays can be played on top of it - especially the run_shieldl/run_swordl/run_swordr/run_bowl animations.
run_shieldlRun overlay: Shield in left0.824

Overlay: torso upLoop


Overlay animation: moves arms as shield is in left hand. Can be combined with run_swordr.
run_swordlRun overlay: Weapon in left0.824

Overlay: torso upLoop


Overlay animation: moves arms as weapon is in left hand. Can be combined with run_swordr.
run_swordrRun overlay: Weapon in right0.824

Overlay: torso upLoop


Overlay animation: moves arms as weapon is in right hand. Can be combined with run_shieldl or run_swordl.
run_bowlRun overlay: Bow left hand0.824

Base
(not an overlay as expected)
Loop


Overlay animation: moves arms as bow is in left hand. Won't combine with the others.
pauseturnTurn on spot left/right
15

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "walk". Note this is going left, and it is just reversed for right.
pausewalklWalk: Left
15

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "walk".
pausewalkrWalk: Right
15

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "walk".
pausewalkflWalk: Forwards Left
30

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "walk".
pausewalkfrWalk: Forwards Right
30

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "walk".
runflRun: Forwards left
20

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "run".
runfrRun: Forwards right
20

BaseLoop


PCs can drive with WASD, these extra animations are for slightly different directions then the usual "run".
Emotes










listenListen
60

OverlayFNF
ANIMATION_LOOPING_LISTEN

saluteSalute0.515

OverlayFNF
ANIMATION_FIREFORGET_SALUTE

bowBow260

BaseFNF
ANIMATION_FIREFORGET_BOW

drinkDrink245

OverlayFNF
ANIMATION_FIREFORGET_DRINK

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. Associated texture is GI_000. *

You can replace the model or alpha-out the portion of the texture associated with the model to prevent seeing the potion/scroll. If combined with ProgFX Type 12 [see tutorial], you can then add a vfx potion/scroll of your choice to the creature before the animation is played, thereby changing the thing  being drank/eaten/read.

readRead260

OverlayFNF
ANIMATION_FIREFORGET_READ

This uses a hardcoded "scroll model" to read from that appears out of nowhere, attached to hand. Name: it_scrl_000.mdl if you want to replace it. Associated texture is W_METAL_TEX. *

You can replace the model or alpha-out the portion of the texture associated with the model to prevent seeing the potion/scroll. If combined with ProgFX Type 12 [see tutorial], you can then add a vfx potion/scroll of your choice to the creature before the animation is played, thereby changing the thing  being drank/eaten/read.

tlknormTalking: Normal260

OverlayLoop
ANIMATION_LOOPING_TALK_NORMAL

tlkpleadTalking: Pleading260

OverlayLoop
ANIMATION_LOOPING_TALK_PLEADING

tlkforceTalking: Forceful280

OverlayLoop
ANIMATION_LOOPING_TALK_FORCEFUL

tlklaughTalking: Laughing260

OverlayLoop
ANIMATION_LOOPING_TALK_LAUGHING

greetingGreeting260

OverlayFNF



sitdown

Sit Down on chair: Transition

Stand up from chair: Transition

135

BaseFNF
ANIMATION_LOOPING_SIT_CHAIR or ActionSit
Sit down "start" and "end" transitions. The animation is played in reverse for the "stand up" version.
sitSit on chair (Loop)260

BaseLoop
ANIMATION_LOOPING_SIT_CHAIR or ActionSit
Sitting pose, see sitdown for transition animation.
kneelKneel (before Meditate or Worship)
60

BaseFNF


Plays the same animation in reverse for the end animation.
meditateMeditate
60

BaseFNF
ANIMATION_LOOPING_MEDITATE

worshipWorship7210

BaseFNF
ANIMATION_LOOPING_WORSHIP

getmidGet item not on ground start/end0.515

BaseFNF
ANIMATION_LOOPING_GET_MID
Plays the same animation in reverse for the end animation.
getmidlpGet item not on ground: Loopingn/a50

BaseLoop
ANIMATION_LOOPING_GET_MID

getlow

Get item on ground start/end

0.86715

BaseFNF
ANIMATION_LOOPING_GET_LOW
Plays the same animation in reverse for the end animation.
getlowlpGet item on ground: Looping0.86750

BaseLoop
ANIMATION_LOOPING_GET_LOW

lookfarLook Far
90

BaseFNF
ANIMATION_LOOPING_LOOK_FAR

sitcrossSit on ground cross legged: Tranistion1.545

BaseFNF
ANIMATION_LOOPING_SIT_CROSS
Plays the same animation in reverse for the end animation.
sitcrosspsSit on ground cross legged: Loop1.559

BaseLoop
ANIMATION_LOOPING_SIT_CROSS

tauntTaunt290

BaseFNF
ANIMATION_FIREFORGET_TAUNT

stealSteal260

BaseFNF
ANIMATION_FIREFORGET_STEAL
Played when using SKILL_PICKPOCKET by PCs or NPCs. Since Steal can technically be used in combat it obviously fails to play there if also attacking. Can be played manually.
victorymgVictory Cheer: Mage1.73470

BaseFNF
ANIMATION_FIREFORGET_VICTORY2
One of the celebration animations. "Mage" one according to Bioware documentation. Played if "Cheer" player emote is used on a Wizard, Druid, Paladin, Sorcerer or Bard.
victorythVictory Cheer: Thief144

BaseFNF
ANIMATION_FIREFORGET_VICTORY3
One of the celebration animations. "Thief" one according to Bioware documentation. Played if "Cheer" player emote is used on a rogue.
victoryfrVictory Cheer: Fighter1.73452

BaseFNF
ANIMATION_FIREFORGET_VICTORY1

One of the celebration animations. "Fighter" one according to Bioware documentation. Is the default "Cheer" player emote for any class not mentioned in the "thief" or mage" one.

spasmSpasm
20

BaseFNF and Looping

ANIMATION_FIREFORGET_SPASM

ANIMATION_LOOPING_SPASM


FNF version just plays the loop for a specific length of time.
hturnlHead turn: Left260

BaseFNF

ANIMATION_FIREFORGET_HEAD_TURN_LEFT



hturnrHead turn: Right260

BaseFNF

ANIMATION_FIREFORGET_HEAD_TURN_RIGHT



Torch










torchlHolding Torch in Left Hand
60

Overlay



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
Draw weapon










drwrightDraw Weapon: Right hand
20

Overlay



Really any item that can be equipped not just weapons. Plays in reverse if putting away item.
drwleftDraw Weapon: Left hand
20

Overlay



Really any item that can be equipped not just weapons. Plays in reverse if putting away item.
2 Handed










2hreadyr2 Handed Weapon: Ready to attack right
30

Base




2hreadyl2 Handed Weapon: Ready to attack left
30

Base




2hslashl2 Handed Weapon: Slash Left
30

Base




2hslashr2 Handed Weapon: Slash Right
30

Base




2hstab2 Handed Weapon: Stab
30

Base




2hcloseh2 Handed Weapon: Close against "H" target
30

Base




2hclosel2 Handed Weapon: Close against "L" target (or prone target)
30

Base




2hreach2 Handed Weapon: Reach attack
30

Base




2hparryl2 Handed Weapon: Parry Left
30

Base




2hparryr2 Handed Weapon: Parry Right
30

Base




2hslashoTwo Handed Weapon: Slash Overlay
30

Overlay



Primarily used if in the middle of a combat step (moving closer or further away from the target) but can also occur when walking or running and an attack is being made (eg chasing something).
Polearms










plreadyrPolearm: Ready to Attack right
30

Base




plreadylPolearm: Ready to Attack left
30

Base




plslashlPolearm: Slash Left
30

Base




plslashrPolearm: Slash Right
30

Base




plstabPolearm: Stab
30

Base




plclosehPolearm: Close against "H" target
30

Base




plcloselPolearm: Close against "L" target (or prone target)
30

Base




plreachPolearm: Reach attack
30

Base




plparrylPolearm: Parry Left
30

Base




plparryrPolearm: Parry Right
30

Base




plpause1Polearm: Pause
60

Overlay: torso up



This is the "Polearm over the shoulder" animation added to pause1 when we're busy standing around doing nothing. Note that Light Flail, Heavy Flail and Morningstar do not use this animation even though they're classed as some kind of 2 handed weapon in many cases.

This animation is also used as both Pause1 and while running/walking with a polearm over the shoulder.
plslashoPolearm/Double Ended Weapon: Slash Overlay
30

Overlay



Primarily used if in the middle of a combat step (moving closer or further away from the target) but can also occur when walking or running and an attack is being made (eg chasing something).
1 Weapon










1hreadyr1 Handed Weapon: Ready to attack right
30

Base



1 handed weapons mean a single weapon in the right hand, the left hand having nothing or having a shield. Unarmed uses the "No Weapon" animations shield or no.
1hreadyl1 Handed Weapon: Ready to attack left
30

Base




1hslashl1 Handed Weapon: Slash Left
30

Base




1hslashr1 Handed Weapon: Slash Right
30

Base




1hstab1 Handed Weapon: Stab
30

Base




1hcloseh1 Handed Weapon: Close against "H" target
30

Base




1hclosel1 Handed Weapon: Close against "L" target (or prone target)
30

Base




1hreach1 Handed Weapon: Reach attack
30

Base




1hparryr1 Handed Weapon: Parry Left
30



Base






1hparryl1 Handed Weapon: Parry Right
30



Base






1hslasho1 Handed Weapon: Slash Overlay
30



Overlay





Primarily used if in the middle of a combat step (moving closer or further away from the target) but can also occur when walking or running and an attack is being made (eg chasing something).
2 Weapons










2wreadyr2 Weapons: Ready to attack right
30

Base



This is when you have a weapon in each hand. Torches and shields don't count as weapons in this case.
2wreadyl2 Weapons: Ready to attack right
30

Base




2wslashl2 Weapons: Slash Left
30

Base




2wslashr2 Weapons: Slash Right
30

Base




2wstab2 Weapons: Stab
30

Base




2wcloseh2 Weapons: Close against "H" target
30

Base




2wclosel2 Weapons: Close against "L" target (or prone target)
30

Base




2wreach2 Weapons: Reach attack
30

Base




2wparryl2 Weapons: Parry Left
30

Base




2wparryr2 Weapons: Parry Right
30

Base




2wslasho2 Weapons: Slash Overlay
30

Overlay



Primarily used if in the middle of a combat step (moving closer or further away from the target) but can also occur when walking or running and an attack is being made (eg chasing something).
No weapon (fist)










nwreadylNo weapon: Ready to attack left
30

Base



No weapons means your fists or similar, ie no items in the right hand slot. If you have a shield these animations are still used give or take.

Note instead of parrying attaacks (which would be silly) unarmed attacks react only with dodges, see below.

nwreadyrNo weapon: Ready to attack right
30

Base




nwslashlNo weapon: Slash Left
30

Base




nwslashrNo weapon: Slash right
30

Base




nwstabNo weapon: Stab
30

Base




nwclosehNo weapon: Close against "H" target
30

Base




nwcloselNo weapon: Close against "L" target (or if knocked down)
30

Base




nwreachNo weapon: Reach attack
30

Base




nwkicklNo weapon: Kick left
30

Base



Monks get access to kicks at random replacing the related animation sometimes.
nwkickrNo weapon: Kick right
30

Base



Monks get access to kicks at random replacing the related animation sometimes.
nwkicksNo weapon: Kick middle ("stab")
30

Base



Monks get access to kicks at random replacing the related animation sometimes.
nwslashoNo weapon: Slash overlay
30

Overlay



Primarily used if in the middle of a combat step (moving closer or further away from the target) but can also occur when walking or running and an attack is being made (eg chasing something).
Dodge










dodgelrDodge: Large (Duck)
30

Base

ANIMATION_FIREFORGET_DODGE_DUCK
Used when unarmed, or have a ranged weapon equipped, versus what would usually be "Parry, Left" or "Parry, Right"
dodgesDodge: Side (and generally)
30

Base

ANIMATION_FIREFORGET_DODGE_SIDE
Used when unarmed, or have a ranged weapon equipped, versus what would usually be "Parry, Stab".
Damage










damagesDamaged from the front (stab)
8

Base




damagelDamaged from the left
8

Base




damagerDamaged from the right
8

Base




damagebDamaged from the back
8

Base




Combat Steps










cwalkfCombat step: Forwards
15

Base




cwalkbCombat step: Backwards
15

Base




cwalklCombat step: Left
15

Base




cwalkrCombat step: Right
15

Base




cturnrCombat Turn: Right
15

Base




Shield specific










shieldlShield equipped: Parry Left attack
30

Base



Also can "parry" ranged projectiles like arrows, I think if the attack roll would have hit if the shield wasn't equipped.
Knockdown and Death










kdbckKnockdown: Back
30

Base




kdbckpsKnockdown: Back prone stance
30

Base




kdbckdmgKnockdown: Back, damaged
10

Base




kdbckdie

Knockdown: Back, death

Death: Back


30

Base




gutokdbKnockdown: Back, Getting up, but immediately knocked down again
30

Base




gustandbKnockdown: Back, Getting up to standing
30

Base




kdfntKnockdown: Front
30

Base




kdfntpsKnockdown: Front prone stance
30

Base




kdfntdmgKnockdown: Front, damged
10

Base




kdfntdie

Knockdown: Front, death

Death: Front


30

Base




gutokdfKnockdown: Front, Getting up, but immediately knocked down again
30

Base




gustandfKnockdown: Front, Getting up to standing
30

Base




deadfntDead: Front
1

Base




deadbckDead: Back
1

Base




Ranged










throwrSling / Grenade
30

Base

Sling equipped with when casting a spell - spells.2da column CastAnim value "attack"

When the baseitems.2da line is line 81 - Grenade



Overarm throw for the sling and used for grenades (spellcasting animation in spells.2da)

Single handed thrown weapons actually use the standard "1 handed attack" animation - like a sword would - which can sometimes look a bit odd (the first attack in the round is usually fine however).

bowrdyBow equipped: Ready to attack
30

Base



Holding your bow ready. Only applies if it is a bow weapon.
bowshotBow equipped: Attack
30

Base



Attacking with a bow. Only applies if it is a bow weapon.
xbowrdyCrossbow equipped: Ready to attack
30

Base



Holding your crossbow ready. Only applies if it is a crossbow weapon.
xbowshotCrossbow equipped: Attack
30

Base



Attacking with a crossbow. Only applies if it is a crossbow weapon.
xbowrCrossbow: Idle Overlay130

Overlay



When standing around you hold your crossbow up using this overlay animation

Spells












conjure1Conjure: hand130

BaseLoop

ANIMATION_LOOPING_CONJURE1

Used when conjuring a spell - spells.2da column ConjAnim value "hand"

Conjuring with hands forwards

conjure2Conjure: head130

BaseLoop

ANIMATION_LOOPING_CONJURE2

Used when conjuring a spell - spells.2da column ConjAnim value "head"



castoutCast: out0.515

BaseFNF
Used when casting a spell - spells.2da column CastAnim value "out"

Used when casting a spell - spells.2da column CastAnim value "out"

Hands outstretched. Commonly used for cone attacks.

Example: Burning Hands, Sleep.

castoutlpCast: out looping130

BaseLoop


Loop part of "Cast: out"
castselfCast: self0.515

BaseFNF
Used when casting a spell - spells.2da column CastAnim value "self"

Used when casting a spell - spells.2da column CastAnim value "self"

Hands together on chest.

Example: Aid, Magic Weapon.

castselflpCast: self looping130

BaseLoop


Loop part of "Cast: self"
castupCast: up0.515

BaseFNF
Used when casting a spell - spells.2da column CastAnim value "up"

Used when casting a spell - spells.2da column CastAnim value "up"

Hands up and together.

Example: Call Lightning

castuplpCast: up looping130

BaseLoop


Loop part of "Cast: up"
castareaCast: area0.515

BaseFNF
Used when casting a spell - spells.2da column CastAnim value "area"

Used when casting a spell - spells.2da column CastAnim value "area"

Hands up but spread wide.

Example: Bless, Cloudkill

castarealpCast: area looping130

BaseLoop


Loop part of "Cast: Area"

castpointCast: Point0.515

BaseFNF
Used when casting a spell - spells.2da column CastAnim value "touch" or "point"

Used when casting a spell - spells.2da column CastAnim value "touch" or "point"
castpointlpCast: point looping130

BaseLoop


Loop part of "Cast: Point"
specialCast: Creature



BaseLoop
Used when casting a spell - spells.2da column CastAnim value "creature".

Used when casting a spell - spells.2da column CastAnim value "creature".

Note used for Mindflayers so have no "windup" for this looping animation, and also not used with a conjuration animation. This may still be useful for Full animations even if the supermodels don't include it by default.

VARIOUS see notesCast: Attack



BaseFNF
Used when casting a spell - spells.2da column CastAnim value "attack".

Used when casting a spell - spells.2da column CastAnim value "attack".

Attack animation used based on primary weapon equipped and creature appearance type/animation set. If no animation matching the one needed then no animation will play.

List of animations played:

  • Full (F) or Parts Based (P)
    • nwstab - Fists with or without shield
    • 1hstab - One weapon weapon equipped with or without shield
    • 2wstab - Two weapons equipped
    • 2hstab - 2 Handed weapon equipped
    • plstab - Polearm/double sideded weapon equipped
    • bowshot - Bow equipped
    • xbowshot - Crossbow equipped
    • throwr - Sling equipped
      • If none of the above (shouldn't happen) no animation plays
  • Limited (L)
    • bowshot - Bow equipped
    • xbowshot - Crossbow equipped
    • ca1stab - Anything else
  • Simple (S)
    • ca1stab - Anything

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.

Effects and Abilities










appearAppear
60

BaseLoop
EffectAppear or EffectDisappearAppear
Appear animation, usually a flying down animation for birds/dragons. Used with EffectAppear or second part of EffectDisappearAppear
appear2Appear: 2



BaseLoop
EffectAppear or EffectDisappearAppear
Used for Beholders in the base game but apparently this animation value is valid on Full creatures just named appear2 instead of cappear2
disappearDisappear
60

BaseLoop
EffectDisappear or EffectDisappearAppear
Disappear animation, usually a flying directly up animation for birds/dragons. Used with EffectDisappear or the first part of EffectDisappearAppear
disappear2Disappear: 2



BaseLoop
EffectDisappear or EffectDisappearAppear
Used for Beholders in the base game but apparently this animation value is valid on Full creatures just named disappear2 instead of cdisappear2
disappearlpDisappear looping
1

BaseLoop
EffectDisappear or EffectDisappearAppear
Looping part of disappear animation - usually just hides the model
whirlwindWhirlwind attack
93

BaseFNF


Feat: Whirlwind Attack activation animation
Mount










mount1startMount: Start



BaseFNF

ANIMATION_MOUNT1

ANIMATION_DISMOUNT1


Dismount should reverse this
mount1lpMount: Looping



BaseLoop

ANIMATION_MOUNT1

ANIMATION_DISMOUNT1


Dismount should reverse this
Custom










custom1startCustom animation 1 start



Base



Plays at the start of the custom animation - to get into position for the looping part. Is optional - may not be required. Example custom animation name. Valid numbers are 1 through 70.
custom1lpCustom animation 1 loop



Base



Looping part of the custom animation. Is optional - may not be required. Example custom animation name. Valid numbers are 1 through 70.
custom1endCustom animation 1 end



Base



Plays at the end of the custom animation - to get back to a "pause" state. Is optional - may not be required. Example custom animation name. Valid numbers are 1 through 70.

Simple Animation List

Used when MODELTYPE is "S" and "L", although "L" has a few additions. These are generally used by the non-humanoid or simple models, generally with no weapons or one type of weapon. The "c" references "creature" - think dogs, trolls, beetles or the like who wield no weapons and are not humanoid enough to rely on the default animations.

Technically you can code up the animations to assume some form of weapons - for instance the Balor or Fire Giant who are L have a single large sword in their primary attacking hand. Driders have bows or one or two weapons, etc.

L additionally can have full animations for Bow and Crossbows - which appears useful for the "Drider" creatures who use a lot of bows. Most creatures which are not Driders will still be able to "weild" them but revert to default to the basic animations it seems. They could have them added though (eg a Fire Giant wielding a Crossbow would work with animations added). Note that slings are not available although they generally "look fine" and act as if the creature is just throwing a stone instead of using a sling if it generally swipes it's hands as it's attacking (ie Mephits are good, while Wolves may not be so good!).

You can have weapons (rhand/lhand) and shields (lforearm) with the appropraite nodes. However the base animations won't change.

One other note for "L" types: the WEAPONSCALE property in appearance.2da does scale the weapon visually but does not add any additional range to melee attacks - the game assumes you've sized the creatures combat distance accurately to the weapon they (usually) weild, eg a Balor with his Greatsword.

Actions that do not work:

  • ActionSit will fail for S and L model types

Animations that do not play:

  • Talking overlay animations won't ever play for S and L creatures
  • Potion and Read Scroll animations when using items will just play creadyr - the "cast" part does work though (ie pointing outwards usually) utilising ccastout. Grenades do mostly work as intended though and use an attack animation ca1slashr and properly throw the projectile.
  • Many emotes will default back to "cpause1" instead of playing
  • There is only one knockdown/death animation
  • You can only have 1 casting animation plus the creature special one
  • And many many more limitations (smile) but with these limitations comes a lot faster animation set to make.

Things that need testing:

  • Animation names that are in the "Full" set and may work on the S or L sets if present.
    • To test: more emotes, things like "whirlwind" and "drwright" (drawing weapons),
  • Animations that automatically play, say, "cpause1" explicitly, even if the F animation is present
  • Custom animations

Some notes from here: http://www.neverwinternights.info/cc_creatureanimation.htm

The "Equivalent Full Animation" may be a useful reference point if copying from a_ba and other supermodels. Every simple animation has a full equivalent.

Animation NameTitleEquivalent Full AnimationLengthExample Animation Length (30FPS)Transition time lengthTransition time in framesBase/  OverlayTypeAnimrootnwscript PlayAnimation constantExample PictureDescription / Notes
cpause1Pausepause1390

BaseLoop


This is the animation a creature does when it its not actively engaged in combat or threatened. Generally the creature looks around a bit, shifts somewhat, wags it’s tail etc

Walk and Run











cwalkWalkwalk1.933340

BaseLoop


This is the animation of the creature walking
crunRunningrun130

BaseLoop


This is the animation of the creature running
Emotes











ctauntTaunttaunt130

BaseFNF
ANIMATION_FIREFORGET_TAUNT
The creature taunts a foe. This can be laughing or doing something intimidating like growling going up on it’s haunches.
cgetmidGet something - mid

15




ANIMATION_LOOPING_GET_MID

ANIMATION_LOOPING_GET_LOW


There is no "get low" and this is used for all "get" animations
cgetmidlpGet something - mid - loop

1




ANIMATION_LOOPING_GET_MID

ANIMATION_LOOPING_GET_LOW


There is no "get low" and this is used for all "get" animations
chturnlhead turn lefthturnl
30




ANIMATION_FIREFORGET_HEAD_TURN_LEFT



chturnrhead turn righthturnr
30




ANIMATION_FIREFORGET_HEAD_TURN_RIGHT



Attacks











creadyrReady to attack - rightVarious "readyr"
60






The creature is in combat but not actively dodging or attacking at the moment. It’s a passive animation of sorts of the creature in a combat stance. Generally a bit of shifting about, head moving and arms raised defensively is appropriate.
creadylReady to attack - leftVarious "readyl"
60






The creature is in combat but not actively dodging or attacking at the moment. It’s a passive animation of sorts of the creature in a combat stance. Generally a bit of shifting about, head moving and arms raised defensively is appropriate.
ca1slashlAttack: default claw attack, slash leftVarious "readyr"
45






Also used for ranged bows on simple creatures (when doing a left stance), and replaces nwkickl.
ca1slashrAttack: default claw attack, slash right

45






Also used for ranged bows on simple creatures (when doing a right stance), and thrown weapons (eg; shurikens), and replaces nwkickr.
ca1stabAttack: default bite ("stab") attack

45






Also replaces nwkicks.
ccloselAttack: Close - Low

30






If targets appearance.2da TARGETHEIGHT value is "L" uses this attack if "close". Also used if target is knocked down. Also used for ranged bows if required (if same situation).
cclosehAttack: Close - High

30






If targets appearance.2da TARGETHEIGHT value is "H" uses this attack if "close". Also used for ranged bows if required.
creachAttack: Reach. Attack when target is far away

30






The creature lunges to attack a foe farther away then normal.
cparryrParry - incoming attack from right

30






The creature parries an attack form it’s right.
cparrylParry - incoming attack from left

30






The creature parries an attack form it’s left. Also used if "shield parry" would otherwise be used.
Dodge











cdodgelrDodge Large attack (duck down)dodgelr
30






Creature dodges an attack by ducking to the ground, It’s not generally reasonable for creature that are larger than man sized of for those with shapes that are not conducive to ducking. In such case, do something similar to cdodges described below.
cdodgesDodge Side attack (Sidestep)dodges
30






reature evades an attack by stepping back and to the side.
Damage











cspasmCombat spasmspasm
20

BaseFNF and Looping

ANIMATION_FIREFORGET_SPASM

ANIMATION_LOOPING_SPASM


Previous documentation suggests this is used as a damage animation unlike "Full" which doesn't. Needs further testing. Possibly just spell damage triggers it.
cdamagelDamage from leftdamagel
10






The creature has been struck from the left side of it’s body. A shrug from the impact is an appropriate animation.
cdamagerDamage from rightdamager
10






the creature has been struck from the right side of it’s body. A shrug from the impact is an appropriate animation.
cdamagesDamage from middle (stab)damages
10






Somebody has thrust a weapon at the creature straight into it’s chest. Animation should be a recoiling shrug.

This is also used if damaged from the back (no equivalent to "damageb" from Full)

Combat Steps











ccwalkfCombat Motion Forwardscwalkf
15






A full forward step like a creature would do in the middle of combat.
ccwalkbCombat Motion Backwardscwalkb
15






A full backwards step like a creature would do in the middle of combat.
ccwalklCombat Motion Leftcwalkl
15






A combat move to the left. Often a hop or a jump.
ccwalkrCombat Motion Rightcwalkr
15






A combat move to the right. Often a hop or a jump.
ccturnrCombat Motion Turningcturnr
15






Same animation for both right (default) or left (plays in reverse).
Knockdown and Death











ckdbckKnockdown: Fall Backkdbck
30






Creature is knocked down to a Prone position. animation should start at the normal ready position and end with the creature in a prone position.
ckdbckpsKnockdown: Prone stancekdbckps
10






This is a looping animation of the creature laying prone. It should start with the prone pose and end with the prone pose with nothing in between.
ckdbckdmgKnockdown: Back, Damagedkdbckdmg
20






This animation is played when the prone creature is hit. It should start with the prone pose, end with the prone pose and someplace in the middle have a shrug.
cguptokdbKnockdown: Getting up then knocked down againguptokdb
30






This rarely used animation is for when a creature is knocked prone, begins to get back up and is again knocked prone. It needs to start and end with the prone pose. In the middle should be the poor beasts feeble attempt to stand back up.
cgustandbKnockdown: Stand upgustandb
30






This animation is simply the creature transition from starting Prone and going back up to Ready. Doing it well is among the most challenging animations.
ckdbckdieDeath: Backkdbckdie
30






There is no "Dead: Front" for simple creatures, unlike Full creatures.

This animation plays when a creature is killed. Please note that when a creature is killed, the knocked down animation in played prior to this one. This animation should take a creature from the Prone position to the Dead position, NOT from Ready to Dead. If you make this animation Ready to Dead, when the creature is killed, he will fall down, stand back up and than fall down dead. It looks bad, don’t do it. HOWEVER… many people do make the Prone pose and the Dead pose the same. If you want to do this, make sure this animation is Prone / Dead to Prone / Dead with nothing in between (no transition from prone to dead is needed if there are going to be the same).

cdead

Dead loop

dead


1






This is a looping animation of the creature being dead. Whenever you see a dead creature laying on the ground in NWN, it’s this animation over and over again. It should start with Dead pose and end with Dead pose EXACTLEY THE SAME. Noting in between. Nothing worse then a dead creature jerking and shaking as this animation loops. 
Spells











cconjure1Conjurationconjure1
43

BaseLoop


Used for both "head" and "hand" animation choices in ConjAnim spells.2da
ccastoutlpCast: outwards motion (loop)castoutlp
30

BaseLoop


Used for all CastAnim except "creature" in spells.2da
ccastoutCast outwards motioncastout
15

BaseFNF


Used for all CastAnim except "creature" in spells.2da
cspecialCast: Creaturespecialc_mindflayer.mdl uses 3.1 seconds


BaseLoop

Used if Cast Animation is set to "creature". This is used for Mind Flayer special abilities and since there is no windup animation it is just a constant loop and hasn't got a conjuration time or animation set.
VARIOUSCast: AttackVARIOUSVARIOUSVARIOUS

BaseFNF


See full table for more information on this. Used for Arcane Archer abilities usually, and "L" get to use their bows so can also use this animation, else it uses ca1stab.

  • Limited (L)
    • bowshot - Bow equipped
    • xbowshot - Crossbow equipped
    • ca1stab - Anything else
  • Simple (S)
    • ca1stab - Anything
cappearAppearappear
60

Base

EffectAppear and EffectDisappearAppear.
Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectAppear and EffectDisappearAppear.
cappear2Appear: 2appear2c_behold.mdl uses 1.333 seconds


Base

EffectAppear and EffectDisappearAppear.
Most creatures use "pause" for this, Beholders use this to float upwards rather than floating downwards, added in HotU and as a parameter the different effects.
cdisappearDisappeardisappear
60

Base

EffectDisappear and EffectDisappearAppear.
Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectDisappear and EffectDisappearAppear.
cdisappear2Disappear: 2disappear2c_behold.mdl uses 1.333 seconds


Base

EffectDisappear and EffectDisappearAppear.
Most creatures use "pause" for this, Beholders use this to float downwards rather than floating upwards, added in HotU and as a parameter the different effects.
cdisappearlpDisappear (loop)disappearlp
60

Base

EffectDisappearAppear
Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectDisappearAppear.
Limited Only











cdodgelrbig dodgedodgelr
30






It is also noted above as usual "Dodge" but this replaces some of the parry effects (like how having a bow usually does).
cdodgessmall dodgedodges
30






It is also noted above as usual "Dodge" but this replaces some of the parry effects (like how having a bow usually does).
bowrdyBow: ready to attackbowrdy
30






Bow is ready to fire. Not all "L" animation sets include this, primarily Driders seem to.
bowshotBow: Attack shootbowshot
30







xbowrdyCrossbow: ready to attackxbowrdy
30






Crossbow is ready to fire. Not all "L" animation sets include this, primarily Driders seem to.
xbowshotCrossbow: Attack shootxbowshot
30







xbowrCrossbow: Idle Pausexbowr
60







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 are other options - see below. Putting your own in via. a GFF editor may actually work fine it is likely not validated.

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 in a script.

The fact some say "overlay" probably means the head continues to bob as if talking when the animation is played but this needs testing. 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...)
  • 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)

For the Engine ID a list of these is available on the NWNX pages. Why Bioware didn't just link the constants to the engine ID values who knows. Maybe to protect the poor animation programmers from the toolset script editors...

There are also animations that might be usable in the conversations which are not available with PlayAnimation as per this NWNX page.

Note: If an Animation Name field is blank then it simply won't play an animation.

Animation Name (Full)Animation Name (Limited)Animation Name (Simple)Example Animation Length (30FPS)Animation TransitionPlayAnimation ID ANIMATION_* constantConstant valueConversation ID / Engine IDExample PictureDescription / Notes

pause1

cpause1cpause1

ANIMATION_LOOPING_PAUSE00
The looping animation of a creature standing around.

pause2

cpause2cpause2

ANIMATION_LOOPING_PAUSE2152
The looping animation of a creature standing around.
listen



ANIMATION_LOOPING_LISTEN2

30 = listen


The looping animation of a creature listening.
meditate



ANIMATION_LOOPING_MEDITATE332
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_CHAIR636
The looping animation of a creature sitting on a chair.





ANIMATION_LOOPING_SIT_CROSS747
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_LOW1259
Causes the object to bend down low to retrieve something from the floor.





ANIMATION_LOOPING_GET_MID1360
Causes the object to bend down to get something at about waist height.





ANIMATION_LOOPING_PAUSE_TIRED1457
The looping animation of a tired creature standing around.





ANIMATION_LOOPING_PAUSE_DRUNK1558
The looping animation of a drunk creature standing around.





ANIMATION_LOOPING_DEAD_FRONT166
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_BACK178
Like ANIMATION_LOOPING_DEAD_FRONT, except the creature will lie face up instead of face down.
conjure1



ANIMATION_LOOPING_CONJURE11815
The looping animation of someone conjuring something by moving hands in a pattern in front of themself.
conjure2



ANIMATION_LOOPING_CONJURE21916
The looping animation of someone conjuring something by waving their hands over their head.





ANIMATION_LOOPING_SPASM2093
The looping animation of someone having a spasm. Actually looks a little creepy in my opinion...





ANIMATION_LOOPING_CUSTOM12197
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM22298
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM323101
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM424102
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM525103
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM626104
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM727105
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM828106
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM929107
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1030108
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1131109
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1232110
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1333111
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1434112
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1535113
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1636114
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1737115
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1838116
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM1939117
Placeholder for custom content based animation.





ANIMATION_LOOPING_CUSTOM2040118
Placeholder for custom content based animation.





ANIMATION_MOUNT141119
1.69 "Horse Mount" animation





ANIMATION_DISMOUNT142120
1.69 "Horse Dismount" animation





ANIMATION_LOOPING_CUSTOM2143121
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2244122
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2345123
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2446124
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2547125
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2648126
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2749127
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2850128
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM2951129
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3052130
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3153131
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3254132
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3355133
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3456134
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3557135
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3658136
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3759137
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3860138
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM3961139
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4062140
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4163141
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4264142
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4365143
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4466144
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4567145
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4668146
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4769147
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4870148
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM4971149
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5072150
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5173151
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5274152
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5375153
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5476154
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5577155
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5678156
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5779157
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5880158
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM5981159
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6082160
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6183161
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6284162
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6385163
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6486164
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6587165
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6688166
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6789167
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6890168
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM6991169
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_LOOPING_CUSTOM7092170
Placeholder for custom content based animation. NWN:EE only.





ANIMATION_FIREFORGET_HEAD_TURN_LEFT10053
The animation of a creature turning its head left.





ANIMATION_FIREFORGET_HEAD_TURN_RIGHT10154
The animation of a creature turning its head right.





ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD10255
The animation of a creature standing around scratching its head.





ANIMATION_FIREFORGET_PAUSE_BORED10356
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. Is the default "Cheer" player emote for any class not mentioned below.





ANIMATION_FIREFORGET_VICTORY2110

45 = victory mage


One of the celebration animations. "Mage" one according to Bioware documentation. Played if "Cheer" player emote is used on a Wizard, Druid, Paladin, Sorcerer or Bard.





ANIMATION_FIREFORGET_VICTORY3111

46 = victory thief


One of the celebration animations. "Thief" one according to Bioware documentation. Played if "Cheer" player emote is used on a rogue.





ANIMATION_FIREFORGET_READ112

71 = overlay read


The reading animation.





ANIMATION_FIREFORGET_DRINK113

70 = overlay drink


The drinking animation.





ANIMATION_FIREFORGET_DODGE_SIDE11490
The animation of someone dodging something by taking a half-step to the side.





ANIMATION_FIREFORGET_DODGE_DUCK11591
The animation of someone dodging something by ducking





ANIMATION_FIREFORGET_SPASM11623
The animation of a creature having a spasm. Actually looks a little creepy in my opinion...

Item 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.

Tile Animations

Notes:

  • For at least the Day/Night/Nigh2Day/Day2Night animations, these animations will only run on objects that have an animation dummy; a dummy nested within the main dummy of the MDL, and with the exact same name as that main dummy but with 'a' appended to the end, e.g. if you have a tile called tno01_s01_02, the animation dummy must be called tno01_s01_02a. This is because by default all tile Trimesh geometry is static, but the engine checks for geometry that's linked to the animation dummy and checks for animations on that geometry only.
  • The Day/Night animations are triggered on Dawn/Dusk. If a Script or DM changes the module time and skips Dawn/Dusk event, the tile will kepp playing the last animation until the players reload the map or the next Dawn/Dusk event.
Animation NameExample Animation Length (30FPS)Description / Notes

animloop1

50


animloop250
animloop350
Day50The animation state during daytime
Night50The animation state during nighttime
Night2Day50

Just like it sounds: this (and the below Day2Night) runs at the transition of night/day. Used for e.g. turning on night-time torches or lanterns, and for fading-in night time illuminated window meshes over ordinary daytime window meshes, using key'ing of alpha values on the night-time window mesh.

Day2Night50See above
tiledefault50

Example frames (taken from a night/day glowing window that works):

Animation

Name

transition time

(frame #)

start

(frame #)

end 

(frame #)

animloop010    70     71
day            7.5                 140          149
night          7.5                 210          219
day2night      7.5                 280          281
night2day      7.5                 350          351
tiledefault    0                   420          420

VFX Animations

Animation NameExample Animation Length (30FPS)Description / Notes

impact

50


duration50
cessation50
default?

Placeable Animations

Animations just for placeables. Animation times are examples there is no set limits.

Note if there are inventories some of the animations are disabled; on, off,  on2off, off2on, default  (used when set to static). 

Note: Setting a placeable containing a skinmesh or animmesh to static will lead to a crash. There is a flag in the placeables.2da which prevents the user from setting it to static. Example: Ballista model from patch 1.69 (its bowstring uses a skinmesh).

Animation NameEnabled when StaticExample Animation Length (30FPS)PlayAnimation ID ANIMATION_* constantConstant valueExample PictureDescription / Notes

on


No

50

ANIMATION_PLACEABLE_ACTIVATE200
The animation of a placeable becoming activated.
on2offNo?


Change been on and off

off


No

1


ANIMATION_PLACEABLE_DEACTIVATE201
The animation of a placeable becoming deactivated.
off2onNo?


Change between off and on

open

No

1

ANIMATION_PLACEABLE_OPEN202
The opening of a placeable animation, played when it's got an inventory automatically.
open2close
50



close

No

1

ANIMATION_PLACEABLE_CLOSE203
The closing animation of a placeable, played when it's got an inventory automatically.
close2open
50



dieYes50Deal enough damage to kill it

Process of dying, usually some smoke using emitters and the placeables sinks into the ground

The sinking into the ground is done because when a placeable is destroyed it takes a couple of seconds before NWN fades it away.

deadYes1


Usually single frame; keeps the placeable under ground = invisible
damagen/a2Deal damage

When damaged, usually make the placeable shake a little
defaultYes



When set to static is the primary this is the animation used

Animations for Doors

Animations just for door objects.

Animation NameExample Animation Length (30FPS) (t_door01)PlayAnimation ID ANIMATION_* constantConstant valueExample PictureDescription / Notes
closing10.666667ANIMATION_DOOR_CLOSE204
Close from "open position 1"
closing20.633333ANIMATION_DOOR_CLOSE204
Close from "open position 2"
closed0.0333333ANIMATION_DOOR_CLOSE204
When it's closed, which is most of the time, it plays this.
opening11.0ANIMATION_DOOR_OPEN1205
Causes a door object to play it's open way 1 animation
opened10.0333333ANIMATION_DOOR_OPEN1205

opening21.0ANIMATION_DOOR_OPEN2206
Causes a door object to play it's open way 2 animation
opened20.0333333ANIMATION_DOOR_OPEN2206

trans0.0333333


Area transition overlay highlight for the player to see the doorway (especially when it's otherwise dead!)
die0.666667


When at 0 hit points
dead0.0333333



defaultNot in t_door01


This appears to be used if there is no visible model
damageNot in t_door01


When damaged
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