Defining an Animation Set

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An Animation Set is a collection of animations that define the motion possibilities of a character. A set of animation has four parts:


Folder Structure

Animation sets should be in their own folder. Typically this is a subfolder of the character definition, although it does not have to be. Characters can share animation sets, so in such case it may make sense to use a separate folder structure for animations altogether. In Hero's Journey, each creature has it's animations in a sub-folder, except for player characters where it is separate.

Here is an example file structure for the Sunok creature:

 HJDEV
   Character
      Sunok
         Animations


ANIMATION.DAT

The ANIMATION.DAT file lists the Animation Sequences that are available to each creature or character. Here is a partial list of the Hero's Journey "sunok" creature's ANIMATION.DAT file:

 !
 ! 
 Version=1
 [SEQUENCES]
   combat_attack_ranger_2x4
   combat_attack_ranger_blossom
   combat_attack_ranger_kneelfire
   combat_attack_ranger_quadstorm
   combat_attack_ranger_slasher
   combat_attack_ranger_torque
   combat_attack_ranger_uppercut

Note: The actual file has many more animation sequences. Truncated here for space.

In the [SEQUENCE] section, list each Animation Sequence. For each Animation Sequence, there must be a .ASQ sequence file. So, in this case there would be a combat_attack_ranger_2x4.asq file, a combat_attack_ranger_blossom.asq file, and so on.

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