Difference between revisions of "List of Animation Variables"

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For use with [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]].
For use with [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]].


  <nowiki>bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
  bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
IsBeastRace
IsBeastRace
IsSneaking
IsSneaking
IsBleedingOut
IsBleedingOut
IsCastingDual
IsCastingDual
Is1HM
Is1HM
IsCastingRight
IsCastingRight
IsCastingLeft
IsCastingLeft
IsBlockHit
IsBlockHit
IsPlayer
IsPlayer
IsNPC
IsNPC
bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair.
bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair.
bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors.
bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors.
IsShouting ; Returns true in actor is shouting.
IsShouting ; Returns true if the actor is shouting.
bWantCastLeft
bWantCastLeft
bWantCastRight
bWantCastRight
bWantCastVoice
bWantCastVoice
b1HM_MLh_attack
b1HM_MLh_attack
b1HMCombat
b1HMCombat
bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him.
bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him.
bCastReady
bCastReady
bAllowRotation ; Allows the actor to rotate or not.
bAllowRotation ; Allows the actor to rotate or not.
bMagicDraw ; Causes the actor to draw his magic out.*
bMagicDraw ; Causes the actor to draw his magic out.*
bMLh_Ready ; Equip magic in the left hand.*
bMLh_Ready ; Equip magic in the left hand.*
bMRh_Ready ; Equip Magic in right hand.*
bMRh_Ready ; Equip Magic in right hand.*
bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting.
bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting.
bSprintOK ; Sets whether the actor can sprint.
bSprintOK ; Sets whether the actor can sprint.
bIdlePlaying ;Plays a random Idle.*
bIdlePlaying ;Plays a random Idle.*
bIsDialogueExpressive ;Sets if actors dialogue is expressive. *
bIsDialogueExpressive ;Sets if actors dialogue is expressive. *
bAnimObjectLoaded ;Sets whether the anim object is loaded. *
bAnimObjectLoaded ;Sets whether the anim object is loaded. *
bEquipUnequip ;I'm unsure about this. *
bEquipUnequip ;I'm unsure about this. *
bAttached ;No Idea. *
bAttached ;No Idea. *
bEquipOK ; Sets whether equipping is allowed.
bEquipOK ; Sets whether equipping is allowed.
bIsH2HSolo ;Not sure.
bIsH2HSolo ;Not sure.
bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders.
bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders.
bIsRiding ; Sets the actor into riding. *
bIsRiding ; Sets the actor into riding. *
bTalkable ;Whether the actor is able to be talked to.
bTalkable ;Whether the actor is able to be talked to.
bRitualSpellActive ; Sets a ritual spell active. *
bRitualSpellActive ; Sets a ritual spell active. *
bInJumpState ; Sets the actor in a jump state.
bInJumpState ; Sets the actor in a jump state.
bHeadTrackSpine ; No Idea. *
bHeadTrackSpine ; No Idea. *
bLeftHandAttack ; Sets the actor to attack left. *
bLeftHandAttack ; Sets the actor to attack left. *
bIsInMT ; Sets whether the actor is in a movement type.
bIsInMT ; Sets whether the actor is in a movement type.
bHumanoidFootIKEnable ; Enables foot-to-ground sync.
bHumanoidFootIKEnable ; Enables foot-to-ground sync.
bHumanoidFootIKDisable ; Disables foot-to-ground sync.
bHumanoidFootIKDisable ; Disables foot-to-ground sync.
bStaggerPlayerOverride
bStaggerPlayerOverride
bNoStagger ;Sets whether the actor can stagger.
bNoStagger ;Sets whether the actor can stagger.
bIsStaffLeftCasting
bIsStaffLeftCasting
bPerkShieldCharge ;Gives the actor the ability to shield charge.
bPerkShieldCharge ;Gives the actor the ability to shield charge.
bPerkQuickShot ;Gives the actor the quick shot perk.
bPerkQuickShot ;Gives the actor the quick shot perk.
IsAttacking ;Checks to see if this actor is currently attacking.
IsAttacking ;Checks to see if this actor is currently attacking.
Isblocking ;Checks to see if this actor is currently blocking.
Isblocking ;Checks to see if this actor is currently blocking.
IsBashing ;Checks to see if this actor is currently bashing.
IsBashing ;Checks to see if this actor is currently bashing.
IsStaggering ;Checks to see if this actor is currently staggering.
IsStaggering ;Checks to see if this actor is currently staggering.
IsRecoiling ;Checks to see if this actor is currently recoiling.
IsRecoiling ;Checks to see if this actor is currently recoiling.
IsEquipping ;Checks to see if this actor is currently equipping motion.
IsEquipping ;Checks to see if this actor is currently equipping motion.
IsUnequipping ;Checks to see if this actor is currently unequipping motion.</nowiki>
IsUnequipping ;Checks to see if this actor is currently unequipping motion.


== Integer Variables ==
== Integer Variables ==

Latest revision as of 20:55, 8 July 2023

Boolean Variables[edit | edit source]

For use with GetAnimationVariableBool.

bMotionDriven ; Sets the actor into a motion driven state. Meaning his AI determines his actions.
IsBeastRace
IsSneaking
IsBleedingOut
IsCastingDual
Is1HM
IsCastingRight
IsCastingLeft
IsBlockHit
IsPlayer
IsNPC
bIsSynced ; Returns true in certain animations such as when mounting or unmounting a horse or when standing up from a chair.
bVoiceReady ; Sets whether the actor can shout. Could possibly be used to cause insta-cool down for actors.
IsShouting ; Returns true if the actor is shouting.
bWantCastLeft
bWantCastRight
bWantCastVoice
b1HM_MLh_attack
b1HMCombat
bAnimationDriven ; Sets the actor into an animation driven state, meaning animations like "SprintStart" will actually move him, not moonwalk him.
bCastReady
bAllowRotation ; Allows the actor to rotate or not.
bMagicDraw ; Causes the actor to draw his magic out.*
bMLh_Ready ; Equip magic in the left hand.*
bMRh_Ready ; Equip Magic in right hand.*
bInMoveState ; Returns TRUE if weapons/unarmed/shield (but not magic in either or both hands) are drawn, and actor is walking/sprinting.
bSprintOK ; Sets whether the actor can sprint.
bIdlePlaying ;Plays a random Idle.*
bIsDialogueExpressive ;Sets if actors dialogue is expressive. *
bAnimObjectLoaded ;Sets whether the anim object is loaded. *
bEquipUnequip ;I'm unsure about this. *
bAttached ;No Idea. *
bEquipOK ; Sets whether equipping is allowed.
bIsH2HSolo ;Not sure.
bHeadTracking ;Doesn't really set head tracking. It really allows whether an actor can turn to face you. This causes actors talking over their shoulders.
bIsRiding ; Sets the actor into riding. *
bTalkable ;Whether the actor is able to be talked to.
bRitualSpellActive ; Sets a ritual spell active. *
bInJumpState ; Sets the actor in a jump state.
bHeadTrackSpine ; No Idea. *
bLeftHandAttack ; Sets the actor to attack left. *
bIsInMT ; Sets whether the actor is in a movement type.
bHumanoidFootIKEnable ; Enables foot-to-ground sync.
bHumanoidFootIKDisable ; Disables foot-to-ground sync.
bStaggerPlayerOverride
bNoStagger ;Sets whether the actor can stagger.
bIsStaffLeftCasting
bPerkShieldCharge ;Gives the actor the ability to shield charge.
bPerkQuickShot ;Gives the actor the quick shot perk.
IsAttacking ;Checks to see if this actor is currently attacking.
Isblocking ;Checks to see if this actor is currently blocking.
IsBashing ;Checks to see if this actor is currently bashing.
IsStaggering ;Checks to see if this actor is currently staggering.
IsRecoiling ;Checks to see if this actor is currently recoiling.
IsEquipping ;Checks to see if this actor is currently equipping motion.
IsUnequipping ;Checks to see if this actor is currently unequipping motion.

Integer Variables[edit | edit source]

For use with GetAnimationVariableInt.

iSyncIdleLocomotion
IsAttackReady_32
iRightHandType
iWantBlock
iAnnotation
iSyncTurnState
i1stPerson
iLeftHandType
iState
iState_NPCSprinting ;Sets actor in a sprint state.
iState_NPCDefault ;Unknown. *
iState_NPCSneaking ;Sets actor in a sneak state.*
iState_NPCBowDrawn :Sets actor in a bow drawn state. *
iDualMagicState ;Sets actor in a dual magic state.*
iState_NPCBlocking ;Sets actor in a block state.*
iState_NPCBleedout ;Sets bleedout state.*
iBlockState ; Possible copy of "iState_NPCBlocking ". *
iSyncSprintState ;Unknown. *
iIsInSneak ;Possible copy of "iState_NPCSneaking". *
iMagicEquipped ;Equips magic.
iEquippedItemState
iMagicState
iIsDialogueExpressive
iSyncIdleState
iState_NPC1HM
iState_NPC2HM
iState_NPCBow
iState_NPCMagic
iState_NPCMagicCasting
iState_NPCHorse
iState_HorseSprint
iCharacterSelector
iCombatStance
iSyncTurnDirection
iRegularAttack
iRightHandEquipped ;Equips Right hand.
iLeftHandEquipped ;Equips left hand.
iIsPlayer
iGetUpType
iState_NPCAttacking
iState_NPCPowerAttacking
iState_NPCAttacking2H
iDrunkVariable
iState_NPCDrunk ;Sets actor in a drunk state.
iTempSwitch
iState_NPCBowDrawnQuickShot
iState_NPCBlockingShieldCharge


Floating Point Variables[edit | edit source]

For use with GetAnimationVariableFloat.

Speed
VelocityZ
camerafromx
camerafromy
camerafromz
FemaleOffset
bodyMorphWeight
IsInCastState
IsInCastStateDamped
blockDown
blockLeft
blockRight
blockUp
Direction
TurnDelta
SpeedWalk
SpeedRun
fSpeedMin
fEquipWeapAdj
fIdleTimer
fMinSpeed
fTwistDirection
TurnDeltaDamped
TurnMin
Pitch
PitchLook
attackPowerStartTime
PitchDefault
PitchOverride
staggerMagnitude
recoilMagnitude
SpeedSampled
attackComboStartFraction
attackIntroLength
TimeDelta
PitchOffset
PitchAcc
PitchThresh
weapChangeStartFraction
RotMax
1stPRot
1stPRotDamped
PitchManualOverride
SpeedAcc


Unknown Variables[edit | edit source]

AdditiveHeadTransl  ;VARIABLE_TYPE_VECTOR4
AdditiveHeadScale   ;VARIABLE_TYPE_VECTOR4
AdditiveHeadRot     ;VARIABLE_TYPE_QUATERNION

Notes[edit | edit source]

There are certain animation variables that are not in the 0_master.hkx file.

Animation variables unique to staggerbehavior.hkx and horsebehavior.hkx

Variable Name: staggerDirection Variable Type: Float

Raw Data[edit | edit source]

<hkparam name="variableNames" numelements="219"> <hkcstring>Speed</hkcstring> <hkcstring>Direction</hkcstring> <hkcstring>TurnDelta</hkcstring> <hkcstring>iSyncIdleLocomotion</hkcstring> <hkcstring>SpeedWalk</hkcstring> <hkcstring>SpeedRun</hkcstring> <hkcstring>fSpeedMin</hkcstring> <hkcstring>useShield</hkcstring> <hkcstring>useMLh</hkcstring> <hkcstring>blendMoveStart</hkcstring> <hkcstring>blendMoveStop</hkcstring> <hkcstring>blendDefault</hkcstring> <hkcstring>WalkSpeedMult</hkcstring> <hkcstring>TurnDeltaDamped</hkcstring> <hkcstring>TurnMin</hkcstring> <hkcstring>IsFirstPerson</hkcstring> <hkcstring>Pitch</hkcstring> <hkcstring>PitchLook</hkcstring> <hkcstring>blendAttackPowerFast</hkcstring> <hkcstring>blendAttackPowerSlow</hkcstring> <hkcstring>blendFast</hkcstring> <hkcstring>IsPlayer</hkcstring> <hkcstring>attackPowerStartTime</hkcstring> <hkcstring>blendMove1stP</hkcstring> <hkcstring>IntVariable</hkcstring> <hkcstring>IsNPC</hkcstring> <hkcstring>blendSlow</hkcstring> <hkcstring>PitchDefault</hkcstring> <hkcstring>PitchOverride</hkcstring> <hkcstring>staggerMagnitude</hkcstring> <hkcstring>blockDown</hkcstring> <hkcstring>blockLeft</hkcstring> <hkcstring>blockRight</hkcstring> <hkcstring>blockUp</hkcstring> <hkcstring>recoilMagnitude</hkcstring> <hkcstring>iRightHandType</hkcstring> <hkcstring>IsBlocking</hkcstring> <hkcstring>iWantBlock</hkcstring> <hkcstring>IsAttackReady</hkcstring> <hkcstring>iAnnotation</hkcstring> <hkcstring>SpeedSampled</hkcstring> <hkcstring>bMotionDriven</hkcstring> <hkcstring>blendAttackRelease</hkcstring> <hkcstring>attackComboStartFraction</hkcstring> <hkcstring>blendAttackCombo</hkcstring> <hkcstring>attackIntroLength</hkcstring> <hkcstring>IsShouting</hkcstring> <hkcstring>weaponSpeedMult</hkcstring> <hkcstring>iSyncTurnState</hkcstring> <hkcstring>i1stPerson</hkcstring> <hkcstring>IsSprinting</hkcstring> <hkcstring>bIsSynced</hkcstring> <hkcstring>IsBlockHit</hkcstring> <hkcstring>TimeDelta</hkcstring> <hkcstring>PitchOffset</hkcstring> <hkcstring>PitchAcc</hkcstring> <hkcstring>PitchThresh</hkcstring> <hkcstring>UsePitch</hkcstring> <hkcstring>DisablePitch</hkcstring> <hkcstring>weapAdj</hkcstring> <hkcstring>iLeftHandType</hkcstring> <hkcstring>weapChangeStartFraction</hkcstring> <hkcstring>1stPRot</hkcstring> <hkcstring>1stPRotDamped</hkcstring> <hkcstring>RotMax</hkcstring> <hkcstring>PitchManualOverride</hkcstring> <hkcstring>SpeedAcc</hkcstring> <hkcstring>IsCastingRight</hkcstring> <hkcstring>IsCastingLeft</hkcstring> <hkcstring>CastBlend</hkcstring> <hkcstring>bVoiceReady</hkcstring> <hkcstring>bWantCastLeft</hkcstring> <hkcstring>bWantCastRight</hkcstring> <hkcstring>bWantCastVoice</hkcstring> <hkcstring>BlendDamped</hkcstring> <hkcstring>b1HM_MLh_attack</hkcstring> <hkcstring>Is1HM</hkcstring> <hkcstring>i1HMState</hkcstring> <hkcstring>RawBlend</hkcstring> <hkcstring>BlendAcc</hkcstring> <hkcstring>b1HMCombat</hkcstring> <hkcstring>bAnimationDriven</hkcstring> <hkcstring>bCastReady</hkcstring> <hkcstring>IsStaggering</hkcstring> <hkcstring>IsRecoiling</hkcstring> <hkcstring>IsAttacking</hkcstring> <hkcstring>IsInCastState</hkcstring> <hkcstring>bleedoutTurnMult</hkcstring> <hkcstring>IsInCastStateDamped</hkcstring> <hkcstring>bAllowRotation</hkcstring> <hkcstring>bMagicDraw</hkcstring> <hkcstring>CastBlendDamped</hkcstring> <hkcstring>bMLh_Ready</hkcstring> <hkcstring>bMRh_Ready</hkcstring> <hkcstring>iState</hkcstring> <hkcstring>iState_NPCSprinting</hkcstring> <hkcstring>iState_NPCDefault</hkcstring> <hkcstring>fIsFirstPerson</hkcstring> <hkcstring>bInMoveState</hkcstring> <hkcstring>iState_NPCSneaking</hkcstring> <hkcstring>iState_NPCBowDrawn</hkcstring> <hkcstring>BoolVariable</hkcstring> <hkcstring>DualMagicState</hkcstring> <hkcstring>iDualMagicState</hkcstring> <hkcstring>InDualMagicState</hkcstring> <hkcstring>iState_NPCBlocking</hkcstring> <hkcstring>iState_NPCBleedout</hkcstring> <hkcstring>iBlockState</hkcstring> <hkcstring>bSprintOK</hkcstring> <hkcstring>iSyncSprintState</hkcstring> <hkcstring>IsEquipping</hkcstring> <hkcstring>IsUnequipping</hkcstring> <hkcstring>iIsInSneak</hkcstring> <hkcstring>currentDefaultState</hkcstring> <hkcstring>bowZoom</hkcstring> <hkcstring>bowZoomAmt</hkcstring> <hkcstring>bIdlePlaying</hkcstring> <hkcstring>iMagicEquipped</hkcstring> <hkcstring>iEquippedItemState</hkcstring> <hkcstring>iMagicState</hkcstring> <hkcstring>IsCastingDual</hkcstring> <hkcstring>bIsDialogueExpressive</hkcstring> <hkcstring>iIsDialogueExpressive</hkcstring> <hkcstring>bAnimObjectLoaded</hkcstring> <hkcstring>fEquipWeapAdj</hkcstring> <hkcstring>bEquipUnequip</hkcstring> <hkcstring>bAttached</hkcstring> <hkcstring>bodyMorphWeight</hkcstring> <hkcstring>IsBashing</hkcstring> <hkcstring>bEquipOK</hkcstring> <hkcstring>IsBleedingOut</hkcstring> <hkcstring>fMagicForceEquipBlendValue</hkcstring> <hkcstring>FemaleOffset</hkcstring> <hkcstring>blendVerySlow</hkcstring> <hkcstring>blendDialogue</hkcstring> <hkcstring>iSyncIdleState</hkcstring> <hkcstring>fIdleTimer</hkcstring> <hkcstring>bIsH2HSolo</hkcstring> <hkcstring>AdditiveHeadTransl</hkcstring> <hkcstring>AdditiveHeadScale</hkcstring> <hkcstring>AdditiveHeadRot</hkcstring> <hkcstring>2HMweaponSpeedMult</hkcstring> <hkcstring>iState_NPC1HM</hkcstring> <hkcstring>iState_NPC2HM</hkcstring> <hkcstring>iState_NPCBow</hkcstring> <hkcstring>iState_NPCMagic</hkcstring> <hkcstring>iState_NPCMagicCasting</hkcstring> <hkcstring>iState_NPCHorse</hkcstring> <hkcstring>iState_HorseSprint</hkcstring> <hkcstring>iCharacterSelector</hkcstring> <hkcstring>randomStartTime</hkcstring> <hkcstring>bHeadTracking</hkcstring> <hkcstring>bIsRiding</hkcstring> <hkcstring>fMinSpeed</hkcstring> <hkcstring>iCombatStance</hkcstring> <hkcstring>turnSpeedMult</hkcstring> <hkcstring>iSyncTurnDirection</hkcstring> <hkcstring>fTwistDirection</hkcstring> <hkcstring>IntDirection</hkcstring> <hkcstring>DirectionRange</hkcstring> <hkcstring>DirectionRangeDamped</hkcstring> <hkcstring>DirectionDamped</hkcstring> <hkcstring>IsDismounting</hkcstring> <hkcstring>TargetLocation</hkcstring> <hkcstring>bTalkable</hkcstring> <hkcstring>bNeutralState</hkcstring> <hkcstring>CastOK</hkcstring> <hkcstring>blendFromAnimDriven</hkcstring> <hkcstring>walkBackRate</hkcstring> <hkcstring>bRitualSpellActive</hkcstring> <hkcstring>SwimDirection</hkcstring> <hkcstring>iRegularAttack</hkcstring> <hkcstring>IsAttackReady_32</hkcstring> <hkcstring>camerafromx</hkcstring> <hkcstring>camerafromy</hkcstring> <hkcstring>camerafromz</hkcstring> <hkcstring>VelocityZ</hkcstring> <hkcstring>bInJumpState</hkcstring> <hkcstring>LookAtOutOfRange</hkcstring> <hkcstring>iRightHandEquipped</hkcstring> <hkcstring>iLeftHandEquipped</hkcstring> <hkcstring>testInt</hkcstring> <hkcstring>iIsPlayer</hkcstring> <hkcstring>SpeedDamped</hkcstring> <hkcstring>bodyMorphMuscular</hkcstring> <hkcstring>bHeadTrackSpine</hkcstring> <hkcstring>IsSneaking</hkcstring> <hkcstring>iGetUpType</hkcstring> <hkcstring>iState_NPCAttacking</hkcstring> <hkcstring>iState_NPCPowerAttacking</hkcstring> <hkcstring>iState_NPCAttacking2H</hkcstring> <hkcstring>LookAtOnGain</hkcstring> <hkcstring>LookAtOffGain</hkcstring> <hkcstring>LookAtEyeOnGain</hkcstring> <hkcstring>LookAtEyeOffGain</hkcstring> <hkcstring>iDrunkVariable</hkcstring> <hkcstring>iState_NPCDrunk</hkcstring> <hkcstring>leftWeaponSpeedMult</hkcstring> <hkcstring>bLeftHandAttack</hkcstring> <hkcstring>BlendJump</hkcstring> <hkcstring>bIsInMT</hkcstring> <hkcstring>BoolVariable00</hkcstring> <hkcstring>bHumanoidFootIKEnable</hkcstring> <hkcstring>testPitchOffset</hkcstring> <hkcstring>bBowDrawn</hkcstring> <hkcstring>IsBeastRace</hkcstring> <hkcstring>bHumanoidFootIKDisable</hkcstring> <hkcstring>iTempSwitch</hkcstring> <hkcstring>iState_NPCBowDrawnQuickShot</hkcstring> <hkcstring>iState_NPCBlockingShieldCharge</hkcstring> <hkcstring>bStaggerPlayerOverride</hkcstring> <hkcstring>bNoStagger</hkcstring> <hkcstring>bIsStaffLeftCasting</hkcstring> <hkcstring>Is3rdPKillOnly</hkcstring> <hkcstring>bPerkShieldCharge</hkcstring> <hkcstring>bPerkQuickShot</hkcstring> <hkcstring>m_bEnablePitchTwistModifier</hkcstring> <hkcstring>m_worldFromModelFeedbackGain</hkcstring> <hkcstring>IsBleedingOutTransition</hkcstring></nowiki>


See Also[edit | edit source]