SDT Animation

From GECK

This screen displays animation data, most similar to screen one in TES4. It works on both the player and an actor reference.

Contents

Player Selected

SDT Animation (player selected)
  • [actor name]
  • Run <[string], ACTION-> [string]> HK_STATE-> [string] Note: Walk could appear in place of Run when applicable. The section in <> brackets displays during player action.
  • BoneLOD [int] of [int]

1st Person

  • Idle -> //[Anim Type], Count: [int]
  • Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
  • Weapon -> //[Anim Type], Count: [int] Note: This appears when applicable
  • time [float] move [float] attack [float] speed [int]/[int] delta [float]
  • [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle

3rd Person

  • Idle -> //[Anim Type], Count: [int]
  • Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
  • Weapon -> //[Anim Type], Count: [int] Note: This appears when applicable
  • WeaponUp -> //[Anim Type], Count: [int] Note: This appears when applicable
  • WeaponDown -> //[Anim Type], Count: [int] Note: This appears when applicable
  • SpecialIdle -> //[Anim Type], Count: [int] Note: This appears when applicable
  • time [float] move [float] attack [float] speed [int]/[int] delta [float]
  • [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle

Non-player Character selected

SDT Animation (NPC selected)
  • [actor name]
  • Walk <[string], ACTION-> [string]> HK_STATE-> [string] Note: Run can appear in place of walk when applicable. The section in <> brackets displays during movement.
  • BoneLOD [int] of [int]
  • Idle -> //[Anim Type], Count: [int]
  • SpecialIdle -> //[Anim Type], Count: [int] Note: This appears when applicable
  • Movement -> //[Anim Type], Count: [int] Note: This appears when not idle
  • time [float] move [float] attack [float] speed [int]/[int] delta [float]
  • [path to Animation] time [float]/[float] state [string] weight [float] Note: This line will repeat when character is not idle
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