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Animation Name | Animation Duration | PlayAnimation ID ANIMATION_* constant | Constant value | Example Picture | Description / Notes |
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ANIMATION_DOOR_CLOSE | 204 | Causes a door object to play it's close animation | |||
ANIMATION_DOOR_OPEN1 | 205 | Causes a door object to play it's open way 1 animation | |||
ANIMATION_DOOR_OPEN2 | 206 | 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!
Table of Contents |
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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
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a_ba_casts Model
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a_ba_med_weap Model
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a_ba_med_weap Model
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a_ba_med_weap Model
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Partial Animation List
These are used by the non-humanoid based models.
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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)
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pause1
cpause1
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30 = listen
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33 = worship
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48 = look far
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38 = talk normal
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39 = talk pleading
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40 = talk forceful
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41 = talk laugh
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34 = overlay salute
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35 = bow
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37 = steal
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29 = greeting
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28 = taunt
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44 = victory fighter / "Victory 1"
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45 = victory mage
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46 = victory thief
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71 = overlay read
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70 = overlay drink
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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.
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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).
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Conjuring with hands forwards
Also ANIMATION_LOOPING_CONJURE1
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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!).
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area
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Hands up but spread wide.
Example: Bless, Cloudkill
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attack
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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.
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out
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Hands outstretched. Commonly used for cone attacks.
Example: Burning Hands, Sleep.
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self
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Hands together on chest.
Example: Aid, Magic Weapon.
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touch
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Left hand outstretched.
Example: Aid, Harm
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up
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Hands up and together.
Example: Call Lightning
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creature
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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
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animloop1
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50
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VFX Animations
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impact
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50
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Placeable Animations
Animations just for placeables.
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on
on2off
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50
?
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off
off2on
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1
?
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open
open2close
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1
50
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close
close2open
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1
50
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Animations for Doors
Animations just for door objects.
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