SDT Animation

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

Player Selected[edit | edit source]

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[edit | edit source]

  • 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[edit | edit source]

  • 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[edit | edit source]

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