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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.

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Animation NameTitleEquivalent Full AnimationLengthExample Animation Length (30FPS)Base/  OverlayTypeAnimrootnwscript PlayAnimation constantExample PictureDescription / Notes
cpause1Pausepause1390BaseLoop


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









cwalkWalkwalk1.933340BaseLoop


This is the animation of the creature walking
crunRunningrun130BaseLoop


This is the animation of the creature running
Emotes









ctauntTaunttaunt130BaseFNF
ANIMATION_FIREFORGET_TAUNT
The creature taunts a foe. This can be laughing or doing something intimidating like growling going up on it’s haunches.cspasmCombat spasmspasm20BaseFNF and Looping

ANIMATION_FIREFORGET_SPASM

ANIMATION_LOOPING_SPASM
When damaged usually
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
20BaseFNF 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
43BaseLoop


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


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


Used for all CastAnim except "creature" in spells.2da
cspecialCast: Creaturespecial

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: AttackVARIOUS

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
60Base

EffectAppear and EffectDisappearAppear.
Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectAppear and EffectDisappearAppear.
cappear2Appear: 2appear2

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
60Base

EffectDisappear and EffectDisappearAppear.
Most creatures use "pause" for this. Only Dragons, birds etc. use it properly. Used by EffectDisappear and EffectDisappearAppear.
cdisappear2Disappear: 2disappear2

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
60Base

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





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