Difference between revisions of "Animation Events"

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imported>GigaPoint
(Created page with "This is a collection of registered animation events. Events that are bolded are valid events.")
 
imported>Auitch-zed
 
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This is a collection of registered animation events. Events that are bolded are valid events.
This is a collection of registered animation events (for humanoid races; other races will be included eventually). Valid events are bolded.
 
*Note: This page will eventually just be valid events and list order of events, but for now all registered events will be listed here.
 
 
== Magic Animation Events ==
 
*arrowDetach
*attackStop
*'''BeginCastRight'''
*'''BeginCastLeft'''
*BeginWeaponDraw
*CastStop
*DisableBumper
*EnableBumper
*InterruptCast
*Magic_Equip_Out
*MRh_Equipped_Event
*MRh_PreSelfConOut
*'''MRh_SpellFire_Event'''
*MRh_WinEnd
*MRh_WinStart
*MLh_Equipped_Event
*MLh_PreSelfConOut
*'''MLh_SpellFire_Event'''
*MLh_WinEnd
*MLh_WinStart
*SprintStop
*tailCombatIdle
*tailCombatState
*tailEquip
*WeapEquip_Out
*WeapEquip_OutMoving
*weaponDraw
 
 
=== Concentration Spells ===
<source lang="papyrus">
;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle
 
;Casting
BeginCastRight
SprintStop
tailCombatIdle
MRh_PreSelfConOut
MRh_SpellFire_Event
 
;Stopped Casting
CastStop
tailCombatIdle
 
;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle
</source>
 
=== Fire & Forget Spells ===
<source lang="papyrus">
;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle
 
;Hold/Ready
BeginCastRight
SprintStop
tailCombatIdle
 
;Release
MRh_SpellFire_Event
MRh_WinStart
MRh_WinEnd
MRh_Equipped_Event
CastStop
tailCombatIdle
 
;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle
</source>
 
=== Shouts ===
<source lang="papyrus">
;animation event at the beginning of a shout
BeginCastVoice
</source>
 
== Weapon Animation Events ==
 
=== Hand to Hand ===
 
*PowerAttack_Start_end
*HeadTrackingOff
*CastOKStop
*'''preHitFrame'''
*'''weaponSwing''' (Fires on right swing.)
*'''SoundPlay.WPNSwingUnarmed'''
*'''HitFrame'''
*PowerAttackStop
*tailCombatIdle
*FootLeft
*HeadTrackingOn
*tailCombatState
*attackStop
*tailCombatLocomotion
*attackStop
*PowerAttack_Start_end
*HeadTrackingOff
*CastOKStop
*preHitFrame
*SoundPlay.WPNSwingUnarmed
*'''weaponLeftSwing''' (Fires on Left Swing.)
*HitFrame
*PowerAttackStop
*HeadTrackingOn
*tailCombatState
*attackStop
*tailCombatIdle
*attackStop
*PowerAttack_Start_end
*HeadTrackingOff
 
 
=== Bows ===
 
*A quick bowshot (a single click of the mouse)
**'''bowDraw'''
**'''SoundPlay.WPNBowNockSD'''
**'''BowZoomStop'''
**'''arrowAttach'''
**SoundPlay.WPNBowPullLPM
**'''bowDrawStart'''
**bowDrawStart
**'''InitiateWinBegin'''
**SoundStop.WPNBowPullLPM
**'''BowRelease'''
**'''arrowRelease'''
**'''tailCombatIdle'''
**'''AttackWinStart'''
**'''bowEnd'''
**'''attackStop'''
**tailCombatIdle
**HeadTrackingOn
**'''tailCombatState'''
**BowZoomStop
**'''bowReset'''
**'''arrowDetach'''
**attackStop
 
*A longer but not full draw shot
**bowDraw
**SoundPlay.WPNBowNockSD
**BowZoomStop
**arrowAttach
**SoundPlay.WPNBowPullLPM
**bowDrawStart
**bowDrawStart
**InitiateWinBegin
**InitiateWinEnd
**SoundStop.WPNBowPullLPM
**arrowRelease
**BowRelease
**tailCombatIdle
**AttackWinStart
**bowEnd
**attackStop
**tailCombatIdle
**HeadTrackingOn
**tailCombatState
**BowZoomStop
**bowReset
**arrowDetach
**attackStop
 
*A full draw, held for a moment, then fired
**bowDraw
**SoundPlay.WPNBowNockSD
**BowZoomStop
**arrowAttach
**SoundPlay.WPNBowPullLPM
**bowDrawStart
**bowDrawStart
**InitiateWinBegin
**'''InitiateWinEnd'''
**SoundStop.WPNBowPullLPM
**'''BowDrawn''' ;-> Only on a full draw
**tailCombatIdle
**SoundStop.WPNBowPullLPM
 
*The bow is fully drawn here and being held. Next line is after you release the mouse button.
**arrowRelease
**BowRelease
**tailCombatIdle
**AttackWinStart
**bowEnd
**attackStop
**tailCombatIdle
**HeadTrackingOn
**tailCombatState
**BowZoomStop
**bowReset
**arrowDetach
**attackStop
 
*Anim events of the same name as the ones in bold also apply.
 
===Crossbows===
 
**HeadTrackingOff
**bowDraw
**tailCombatIdle
**SoundPlay.(?)
**BowZoomStop
**BowDrawn
**InitiateWinBegin
**BowRelease
**tailCombatIdle
**InitiateWinEnd
**tailCombatIdle
**arrowRelease
**BowZoomStop
**SoundPlay.(?)
**SoundPlay.(?)
**arrowAttach
**AttackWinStart
**bowEnd
**attackStop
**HeadTrackingOn
**tailCombatState
**BowZoomStop
**attackStop
 
===Swords (One handed)===
 
*Blocking
**'''tailCombatIdle'''
**'''SoundPlay.NPCHumanCombatShieldBlock'''
**'''blockStartOut''' (The actual block animation.)
**'''SoundPlay.NPCHumanCombatShieldRelease'''
**'''blockStop'''
**'''SoundPlay.NPCHumanCombatShieldBash'''
**'''preHitFrame'''
**'''HitFrame'''
**'''FootScuffRight'''
 
*Simple weapon swing
**PowerAttack_Start_End
**HeadTrackinOff
**preHitFrame
**weaponSwing  (Will register the moment the swing starts.)
**HitFrame
**CastOkStart
**AttackWinStart
**AttackWinEnd
**attackStop
**HeadTrackingOn
**CastOkStop
**tailCombatState
**tailCombatIdle
 
*Power attacks
**PowerAttack_Start_End
**HeadTrackingOff
**preHitFrame
**CastOkStop
**InterruptCast
**preHitFrame
**slowdownStart
**weaponSwing
**HitFrame
**00NextClip (Standing Power attack animation.)
**AttackWinStart
**AttackWinStart
**attackStop
**AttackWinEnd
**HeadTrackingOn
**tailCombatState
**tailCombatIdle
**attackStop (The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.)
**tailCombatLocomotion (Moving while in combat state.)
**PowerAttack_Start_End
**HeadTrackingOff
**preHitFrame
**CastOkStop
**InterruptCast
**preHitFrame
**weaponSwing
**HitFrame
**PowerAttackStop  (This will register when the power attack starts.)
**tailCombatIdle
**HeadTrackingOn
**tailCombatState
**attackStop
**tailCombatLocomotion
**attackStop
 
== Movement & World Interaction Events ==
 
 
'''Sneaking:'''
*''Non-combat:''
**Enter sneaking while standing: '''tailSneakIdle'''
**Enter sneaking while moving: '''tailSneakLocomotion'''
**Leave sneaking while standing: '''tailMTIdle'''
**Leave sneaking while moving: '''tailMTLocomotion'''
 
 
*''During Combat:''
**Enter sneaking while standing: '''tailSneakIdle'''
**Enter sneaking while moving: '''tailSneakLocomotion'''
**Leave sneaking while standing: '''tailCombatIdle'''
**Leave sneaking while moving: '''tailCombatLocomotion'''
 
 
*''Important:'' You'll need to track the player's Sneak state in your script, because the "enter sneaking" events will re-fire if the player jumps or falls and you may not want your script to react to every event. Relatedly, if the terrain is a bit irregular, the sneaking events may re-fire ''even'' if the character is standing still and the camera simply moves to the left/to the right.
 
 
'''Water Events:'''
*''Player Entering Water:'' '''SoundPlay.FSTSwimSwim''' (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater)
** This is sent when the player is moving at full speed underwater and each time the arms swing back.
*''Player not moving:'' '''SoundPlay'''
*''Player Exiting Water:'' '''MTState'''
 
'''Walking, Turning, and Jumping:'''
*When the left foot is in motion: '''FootLeft'''
*When the right foot is in motion: '''FootRight'''
Note: When continuously walking, both of those anim events will play out in the expected sequence.
*When the player begins jumping up: '''JumpUp'''
*When the player begins falling: '''JumpFall'''
*The moment the player touches the ground: '''JumpDown'''
*When the player turns to the left, slowly: '''turnLeftSlow'''
*When the player tutns to the left, fast: '''turnLeftFast'''
*When the player turns to the right, slowly: '''turnRightSlow'''
*When the player turns to the right, fast: '''turnRightFast'''
 
'''Sprinting Animation Events'''
*When the camera zooms in: '''StartAnimatedCameraDelta'''
*The above is followed by: '''attackStop'''
*Moment you begin to sprint: '''tailSprint'''
*For each step the right foot takes while sprinting: '''FootSprintRight'''
*For each step the left foot takes while sprinting: '''FootSprintLeft'''
*When the camera zooms out: '''EndAnimatedCamera'''
*When sprinting is over: '''EndAnimatedCameraDelta'''

Latest revision as of 21:57, 17 October 2018

This is a collection of registered animation events (for humanoid races; other races will be included eventually). Valid events are bolded.

  • Note: This page will eventually just be valid events and list order of events, but for now all registered events will be listed here.


Magic Animation Events[edit | edit source]

  • arrowDetach
  • attackStop
  • BeginCastRight
  • BeginCastLeft
  • BeginWeaponDraw
  • CastStop
  • DisableBumper
  • EnableBumper
  • InterruptCast
  • Magic_Equip_Out
  • MRh_Equipped_Event
  • MRh_PreSelfConOut
  • MRh_SpellFire_Event
  • MRh_WinEnd
  • MRh_WinStart
  • MLh_Equipped_Event
  • MLh_PreSelfConOut
  • MLh_SpellFire_Event
  • MLh_WinEnd
  • MLh_WinStart
  • SprintStop
  • tailCombatIdle
  • tailCombatState
  • tailEquip
  • WeapEquip_Out
  • WeapEquip_OutMoving
  • weaponDraw


Concentration Spells[edit | edit source]

;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle

;Casting 
BeginCastRight
SprintStop
tailCombatIdle
MRh_PreSelfConOut
MRh_SpellFire_Event

;Stopped Casting
CastStop
tailCombatIdle

;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle

Fire & Forget Spells[edit | edit source]

;Equipping
DisableBumper
tailEquip
weaponDraw
InterruptCast
arrowDetach
weaponDraw
Magic_Equip_Out
EnableBumper
tailCombatIdle

;Hold/Ready
BeginCastRight
SprintStop
tailCombatIdle

;Release
MRh_SpellFire_Event
MRh_WinStart
MRh_WinEnd
MRh_Equipped_Event
CastStop
tailCombatIdle

;Unequipping
DisableBumper
InterruptCast
arrowDetach
tailCombatIdle
weaponDraw
BeginWeaponDraw
WeapEquip_OutMoving
WeapEquip_Out
EnableBumper
tailCombatState
attackStop
tailCombatIdle

Shouts[edit | edit source]

;animation event at the beginning of a shout
BeginCastVoice

Weapon Animation Events[edit | edit source]

Hand to Hand[edit | edit source]

  • PowerAttack_Start_end
  • HeadTrackingOff
  • CastOKStop
  • preHitFrame
  • weaponSwing (Fires on right swing.)
  • SoundPlay.WPNSwingUnarmed
  • HitFrame
  • PowerAttackStop
  • tailCombatIdle
  • FootLeft
  • HeadTrackingOn
  • tailCombatState
  • attackStop
  • tailCombatLocomotion
  • attackStop
  • PowerAttack_Start_end
  • HeadTrackingOff
  • CastOKStop
  • preHitFrame
  • SoundPlay.WPNSwingUnarmed
  • weaponLeftSwing (Fires on Left Swing.)
  • HitFrame
  • PowerAttackStop
  • HeadTrackingOn
  • tailCombatState
  • attackStop
  • tailCombatIdle
  • attackStop
  • PowerAttack_Start_end
  • HeadTrackingOff


Bows[edit | edit source]

  • A quick bowshot (a single click of the mouse)
    • bowDraw
    • SoundPlay.WPNBowNockSD
    • BowZoomStop
    • arrowAttach
    • SoundPlay.WPNBowPullLPM
    • bowDrawStart
    • bowDrawStart
    • InitiateWinBegin
    • SoundStop.WPNBowPullLPM
    • BowRelease
    • arrowRelease
    • tailCombatIdle
    • AttackWinStart
    • bowEnd
    • attackStop
    • tailCombatIdle
    • HeadTrackingOn
    • tailCombatState
    • BowZoomStop
    • bowReset
    • arrowDetach
    • attackStop
  • A longer but not full draw shot
    • bowDraw
    • SoundPlay.WPNBowNockSD
    • BowZoomStop
    • arrowAttach
    • SoundPlay.WPNBowPullLPM
    • bowDrawStart
    • bowDrawStart
    • InitiateWinBegin
    • InitiateWinEnd
    • SoundStop.WPNBowPullLPM
    • arrowRelease
    • BowRelease
    • tailCombatIdle
    • AttackWinStart
    • bowEnd
    • attackStop
    • tailCombatIdle
    • HeadTrackingOn
    • tailCombatState
    • BowZoomStop
    • bowReset
    • arrowDetach
    • attackStop
  • A full draw, held for a moment, then fired
    • bowDraw
    • SoundPlay.WPNBowNockSD
    • BowZoomStop
    • arrowAttach
    • SoundPlay.WPNBowPullLPM
    • bowDrawStart
    • bowDrawStart
    • InitiateWinBegin
    • InitiateWinEnd
    • SoundStop.WPNBowPullLPM
    • BowDrawn ;-> Only on a full draw
    • tailCombatIdle
    • SoundStop.WPNBowPullLPM
  • The bow is fully drawn here and being held. Next line is after you release the mouse button.
    • arrowRelease
    • BowRelease
    • tailCombatIdle
    • AttackWinStart
    • bowEnd
    • attackStop
    • tailCombatIdle
    • HeadTrackingOn
    • tailCombatState
    • BowZoomStop
    • bowReset
    • arrowDetach
    • attackStop
  • Anim events of the same name as the ones in bold also apply.

Crossbows[edit | edit source]

    • HeadTrackingOff
    • bowDraw
    • tailCombatIdle
    • SoundPlay.(?)
    • BowZoomStop
    • BowDrawn
    • InitiateWinBegin
    • BowRelease
    • tailCombatIdle
    • InitiateWinEnd
    • tailCombatIdle
    • arrowRelease
    • BowZoomStop
    • SoundPlay.(?)
    • SoundPlay.(?)
    • arrowAttach
    • AttackWinStart
    • bowEnd
    • attackStop
    • HeadTrackingOn
    • tailCombatState
    • BowZoomStop
    • attackStop

Swords (One handed)[edit | edit source]

  • Blocking
    • tailCombatIdle
    • SoundPlay.NPCHumanCombatShieldBlock
    • blockStartOut (The actual block animation.)
    • SoundPlay.NPCHumanCombatShieldRelease
    • blockStop
    • SoundPlay.NPCHumanCombatShieldBash
    • preHitFrame
    • HitFrame
    • FootScuffRight
  • Simple weapon swing
    • PowerAttack_Start_End
    • HeadTrackinOff
    • preHitFrame
    • weaponSwing (Will register the moment the swing starts.)
    • HitFrame
    • CastOkStart
    • AttackWinStart
    • AttackWinEnd
    • attackStop
    • HeadTrackingOn
    • CastOkStop
    • tailCombatState
    • tailCombatIdle
  • Power attacks
    • PowerAttack_Start_End
    • HeadTrackingOff
    • preHitFrame
    • CastOkStop
    • InterruptCast
    • preHitFrame
    • slowdownStart
    • weaponSwing
    • HitFrame
    • 00NextClip (Standing Power attack animation.)
    • AttackWinStart
    • AttackWinStart
    • attackStop
    • AttackWinEnd
    • HeadTrackingOn
    • tailCombatState
    • tailCombatIdle
    • attackStop (The next series of power attacks have the same sequence and anim event to trigger them. When doing a left, right, backwards, or forward power attack.)
    • tailCombatLocomotion (Moving while in combat state.)
    • PowerAttack_Start_End
    • HeadTrackingOff
    • preHitFrame
    • CastOkStop
    • InterruptCast
    • preHitFrame
    • weaponSwing
    • HitFrame
    • PowerAttackStop (This will register when the power attack starts.)
    • tailCombatIdle
    • HeadTrackingOn
    • tailCombatState
    • attackStop
    • tailCombatLocomotion
    • attackStop

Movement & World Interaction Events[edit | edit source]

Sneaking:

  • Non-combat:
    • Enter sneaking while standing: tailSneakIdle
    • Enter sneaking while moving: tailSneakLocomotion
    • Leave sneaking while standing: tailMTIdle
    • Leave sneaking while moving: tailMTLocomotion


  • During Combat:
    • Enter sneaking while standing: tailSneakIdle
    • Enter sneaking while moving: tailSneakLocomotion
    • Leave sneaking while standing: tailCombatIdle
    • Leave sneaking while moving: tailCombatLocomotion


  • Important: You'll need to track the player's Sneak state in your script, because the "enter sneaking" events will re-fire if the player jumps or falls and you may not want your script to react to every event. Relatedly, if the terrain is a bit irregular, the sneaking events may re-fire even if the character is standing still and the camera simply moves to the left/to the right.


Water Events:

  • Player Entering Water: SoundPlay.FSTSwimSwim (can be sent repeatedly if "treading water" near surface. Also sometimes will be sent even when deep underwater)
    • This is sent when the player is moving at full speed underwater and each time the arms swing back.
  • Player not moving: SoundPlay
  • Player Exiting Water: MTState

Walking, Turning, and Jumping:

  • When the left foot is in motion: FootLeft
  • When the right foot is in motion: FootRight

Note: When continuously walking, both of those anim events will play out in the expected sequence.

  • When the player begins jumping up: JumpUp
  • When the player begins falling: JumpFall
  • The moment the player touches the ground: JumpDown
  • When the player turns to the left, slowly: turnLeftSlow
  • When the player tutns to the left, fast: turnLeftFast
  • When the player turns to the right, slowly: turnRightSlow
  • When the player turns to the right, fast: turnRightFast

Sprinting Animation Events

  • When the camera zooms in: StartAnimatedCameraDelta
  • The above is followed by: attackStop
  • Moment you begin to sprint: tailSprint
  • For each step the right foot takes while sprinting: FootSprintRight
  • For each step the left foot takes while sprinting: FootSprintLeft
  • When the camera zooms out: EndAnimatedCamera
  • When sprinting is over: EndAnimatedCameraDelta