Difference between revisions of "List of Animation Variables"
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For use with [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]]. | For use with [[GetAnimationVariableBool - ObjectReference|GetAnimationVariableBool]]. | ||
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 | 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. | 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>