Provides basic custom animation support from within the editor. Can be used for simple animation sequences or gestures. For more advanced features consider including animations within your playermodel.
This part can be found under:
You can easily find it by clicking on the sign and typing custom-animation.
Custom name of the custom-animation that will be displayed in the editor. Helps with organization. You should probably keep it unique to avoid conflicts.
Hides (disables) the custom-animation. All children are hidden as well.
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Parent of the custom-animation. Click on 1) to select.
Marks the custom-animation as explicit. Players using pac_hide_disturbing 1 won't be able to see it.
An online link to a .TXT animation file.
The animation data. Usually, you don't want to edit this manually.
Trying to edit this field with a large animation file might crash your game.
Stops the animation when the part is hidden.
Stops other animations when this animation is triggered.
Control the animation behavior.
sequence | Sequences are keyframed animations that use the reference pose. Use Start Frame to specific the starting frame of the animation and Restart Frame to specify a frame to go to when the animation loops. |
stance | Stances are keyframed animations that use the current position and angles of the bones. Use Start Frame to specific the starting frame of the animation and Restart Frame to specify a frame to go to when the animation loops. |
posture | Postures are static animations that use the current position and angles of the bones. |
gesture | Gestures are keyframed animations that use the current position and angles of the bones. They play once and then stop automatically. |
The type of blending between keyframes.
none | No blending at all, the animation will 'jump' from keyframe to keyframe. |
linear | Straight linear movement between keyframes. |
cosine | Smooth motion between keyframes, this option should have the best quality / compatibility balance for most animations. |
cubic | Smooth motion between keyframes, theoretically the best-looking option but might cause issues with some animations. |
The overall playback rate of the animation. Can be used to slow down / speed up the animation without editing keyframes.
The overall influence of the bone values of the animation. For example, setting this to 0.5
will move the bones half of the distance defined on the keyframe.
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