Table of Contents Custom Animation Location Properties Generic name hide draw order parent name target entity is explicit Custom Animation url data stop on hide stop other animations animation type interpolation rate bone power offset part, custom-animation Custom Animation 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. Location This part can be found under: Advanced > Custom Animation You can easily find it by clicking on the sign and typing custom-animation. Properties Generic name 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. hide Hides (disables) the custom-animation. All children are hidden as well. draw order — parent name Parent of the custom-animation. Click on 1) to select. target entity is explicit Marks the custom-animation as explicit. Players using pac_hide_disturbing 1 won't be able to see it. Custom Animation url An online link to a .TXT animation file. data 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. stop on hide Stops the animation when the part is hidden. stop other animations Stops other animations when this animation is triggered. animation type 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. interpolation 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. rate The overall playback rate of the animation. Can be used to slow down / speed up the animation without editing keyframes. bone power 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. offset — 1) Right Click on to list all available options. Last modified: 2 years agoby yagira Log In