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Animation NameTitleEngine assumed lengthExample Animation Length (30FPS)Base/OverlayTypeAnimrootnwscript PlayAnimation constantExample PictureDescription / Notes
Idle








pause1Pause 1260BaseLoop
ANIMATION_LOOPING_PAUSE
Default pause animation, used when the creature is just standing around.
pause2Pause 2260BaseLoop
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 Head260BaseOverlay: Torso upFNF
ANIMATION_FIREFORGET_PAUSE_SCRATCH_HEAD
Unit scratches neck 
pausebrdPause: Bored
120BaseFNF
ANIMATION_FIREFORGET_PAUSE_BORED
Unit stretches and gives a big yawn
pausetrdPause: Tired
85BaseLoop
ANIMATION_LOOPING_PAUSE_TIRED
Unit appears winded after running
pausepsnPause: Drunk
120130BaseLoop
ANIMATION_LOOPING_PAUSE_DRUNK
Unit appears disoriented or drunk
Walk and Run








walkWalk130BaseLoop


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: Injured130BaseLoop


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: Undead130BaseLoop


Zombie walk, can be enabled with the "Special Walk" item property.
walk_shieldlWalk overlay: Shield in left130Overlay: torso upLoop


Overlay animation: moves arms as shield is in left hand. Can be combined with walk_swordr.
walk_swordlWalk overlay: Weapon in left130Overlay: torso upLoop


Overlay animation: moves arms as weapon is in left hand. Can be combined with walk_swordr.
walk_swordrWalk overlay: Weapon in right130Overlay: 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 hand130Overlay: torso upLoop


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


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 left0.824Overlay: torso upLoop


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


Overlay animation: moves arms as weapon is in left hand. Can be combined with run_swordr.
run_swordrRun overlay: Weapon in right0.824Overlay: 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 hand0.824OverlayBase
(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
15BaseLoop


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
15BaseLoop


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


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


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


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


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


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








listenListen
60OverlayFNF
ANIMATION_LOOPING_LISTEN

saluteSalute0.515OverlayFNF
ANIMATION_FIREFORGET_SALUTE

bowBow260BaseFNF
ANIMATION_FIREFORGET_BOW

drinkDrink245OverlayFNF
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.

readRead260OverlayFNF
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: Normal260OverlayLoop
ANIMATION_LOOPING_TALK_NORMAL

tlkpleadTalking: Pleading260OverlayLoop
ANIMATION_LOOPING_TALK_PLEADING

tlkforceTalking: Forceful280OverlayLoop
ANIMATION_LOOPING_TALK_FORCEFUL

tlklaughTalking: Laughing260OverlayLoop
ANIMATION_LOOPING_TALK_LAUGHING

greetingGreeting260OverlayFNF



sitdown

Sit Down on chair: Transition

Stand up from chair: Transition

135BaseFNF
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)260BaseLoop
ANIMATION_LOOPING_SIT_CHAIR or ActionSit
Sitting pose, see sitdown for transition animation.
kneelKneel (before Meditate or Worship)
60BaseFNF


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

worshipWorship7210BaseFNF
ANIMATION_LOOPING_WORSHIP

getmidGet item not on ground start/end0.515BaseFNF
ANIMATION_LOOPING_GET_MID
Plays the same animation in reverse for the end animation.
getmidlpGet item not on ground: Loopingn/a50BaseLoop
ANIMATION_LOOPING_GET_MID

getlow

Get item on ground start/end

0.86715BaseFNF
ANIMATION_LOOPING_GET_LOW
Plays the same animation in reverse for the end animation.
getlowlpGet item on ground: Looping0.86750BaseLoop
ANIMATION_LOOPING_GET_LOW

lookfarLook Far
90BaseFNF
ANIMATION_LOOPING_LOOK_FAR

sitcrossSit on ground cross legged: Tranistion1.545BaseFNF
ANIMATION_LOOPING_SIT_CROSS
Plays the same animation in reverse for the end animation.
sitcrosspsSit on ground cross legged: Loop1.559BaseLoop
ANIMATION_LOOPING_SIT_CROSS

tauntTaunt290BaseFNF
ANIMATION_FIREFORGET_TAUNT

stealSteal260BaseFNF
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: Mage1.73470BaseFNF
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: Thief144BaseFNF
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: Fighter1.73452BaseFNF
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
20BaseFNF and Looping

ANIMATION_FIREFORGET_SPASM

ANIMATION_LOOPING_SPASM


FNF version just plays the loop for a specific length of time.
hturnlHead turn: Left260BaseFNF

ANIMATION_FIREFORGET_HEAD_TURN_LEFT



hturnrHead turn: Right260BaseFNF

ANIMATION_FIREFORGET_HEAD_TURN_RIGHT



Torch








torchlHolding Torch in Left Hand
60Overlay



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
20Overlay



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



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
30Base




2hreadyl2 Handed Weapon: Ready to attack left
30Base




2hslashl2 Handed Weapon: Slash Left
30Base




2hslashr2 Handed Weapon: Slash Right
30Base




2hstab2 Handed Weapon: Stab
30Base




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




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




2hreach2 Handed Weapon: Reach attack
30Base




2hparryl2 Handed Weapon: Parry Left
30Base




2hparryr2 Handed Weapon: Parry Right
30Base




2hslashoTwo Handed Weapon: Slash Overlay
30Overlay



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
30Base




plreadylPolearm: Ready to Attack left
30Base




plslashlPolearm: Slash Left
30Base




plslashrPolearm: Slash Right
30Base




plstabPolearm: Stab
30Base




plclosehPolearm: Close against "H" target
30Base




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




plreachPolearm: Reach attack
30Base




plparrylPolearm: Parry Left
30Base




plparryrPolearm: Parry Right
30Base




plpause1Polearm: Pause
60Overlay: 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
30Overlay



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
30Base



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
30Base




1hslashl1 Handed Weapon: Slash Left
30Base




1hslashr1 Handed Weapon: Slash Right
30Base




1hstab1 Handed Weapon: Stab
30Base




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




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




1hreach1 Handed Weapon: Reach attack
30Base




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
30Base



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
30Base




2wslashl2 Weapons: Slash Left
30Base




2wslashr2 Weapons: Slash Right
30Base




2wstab2 Weapons: Stab
30Base




2wcloseh2 Weapons: Close against "H" target
30Base




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




2wreach2 Weapons: Reach attack
30Base




2wparryl2 Weapons: Parry Left
30Base




2wparryr2 Weapons: Parry Right
30Base




2wslasho2 Weapons: Slash Overlay
30Overlay



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
30Base



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
30Base




nwslashlNo weapon: Slash Left
30Base




nwslashrNo weapon: Slash right
30Base




nwstabNo weapon: Stab
30Base




nwclosehNo weapon: Close against "H" target
30Base




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




nwreachNo weapon: Reach attack
30Base




nwkicklNo weapon: Kick left
30Base



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



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



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



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)
30Base

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)
30Base

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)
8Base




damagelDamaged from the left
8Base




damagerDamaged from the right
8Base




damagebDamaged from the back
8Base




Combat Steps








cwalkfCombat step: Forwards
15Base




cwalkbCombat step: Backwards
15Base




cwalklCombat step: Left
15Base




cwalkrCombat step: Right
15Base




cturnrCombat Turn: Right
15Base




Shield specific








shieldlShield equipped: Parry Left attack
30Base



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
30Base




kdbckpsKnockdown: Back prone stance
30Base




kdbckdmgKnockdown: Back, damaged
10Base




kdbckdie

Knockdown: Back, death

Death: Back


30Base




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




gustandbKnockdown: Back, Getting up to standing
30Base




kdfntKnockdown: Front
30Base




kdfntpsKnockdown: Front prone stance
30Base




kdfntdmgKnockdown: Front, damged
10Base




kdfntdie

Knockdown: Front, death

Death: Front


30Base




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




gustandfKnockdown: Front, Getting up to standing
30Base




deadfntDead: Front
1Base




deadbckDead: Back
1Base




Ranged








throwrThrowing Weapon / Sling
30Base



Used also for things like throwing grenades. A nice general "throw".
bowrdyBow equipped: Ready to attack
30Base



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



Attacking with a bow.
xbowrdyCrossbow equipped: Ready to attack
30Base



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



Attacking with a crossbow.
xbowrCrossbow: Idle Overlay

Overlay



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

Spells










conjure1Conjure: hand130BaseLoop
ANIMATION_LOOPING_CONJURE1

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

Conjuring with hands forwards

Example:

conjure2Conjure: head130BaseLoop
ANIMATION_LOOPING_CONJURE2

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


castoutCast: out0.515BaseFNF
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 looping130BaseLoop


Loop part of "Cast: out"
castselfCast: self0.515BaseFNF
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 looping130BaseLoop


Loop part of "Cast: self"
castupCast: up0.515BaseFNF
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 looping130BaseLoop


Loop part of "Cast: up"
castareaCast: area0.515BaseFNF
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 looping130BaseLoop


Loop part of "Cast: Area"

castpointCast: Point0.515BaseFNF
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 looping130BaseLoop


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
60BaseLoop
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
60BaseLoop
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
1BaseLoop
EffectDisappear or EffectDisappearAppear
Looping part of disappear animation - usually just hides the model
whirlwindWhirlwind attack
93BaseFNF


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.

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