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Animation Control Bytes?

 
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Joined: 03 Feb 2018
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 PostPosted: Sat Feb 03, 2018 4:34 am    Post subject: Animation Control Bytes? Reply with quote Back to top

In Action 0A (animations, 40XX only), the last four digits (WWWW) are apparently "2 Control Bytes" according to the tooltip. I don't really have a clue of what these do, or how they work. Simply having them at 0000 hasn't worked out for me.

Does anybody have a suggestion?
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SubDrag
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Joined: 16 Aug 2006
Posts: 6118

 PostPosted: Sat Feb 03, 2018 4:40 am    Post subject: Reply with quote Back to top

From Pavarini. I think 0410 and 0610 are mainly what are used.



0A.XXXX.YYYY.ZZZZ.WWww Guard plays animation.
XXXX = Animation offset into table (ex. swirling, running, holding gun, etc, sent list before)
YYYY = Start Point (0000 is start)
ZZZZ = End point (FFFF to play all frames)
WWww = 2 Control bytes
First WW
01 - mirror animation
02 - ?? (cancels no translation flag)
04 - loop/hold last frame (required for reverse flag)
08 - play sfx associated with animation (e.g, sneeze)
10 - default pose after animation has completed (does not work with looping animations)
20 - translation multiplier x 4
40 - no translation
80 - reverse animation (only for looped animations)
Second ww (acceleration into new animation)
00 = instant
10 = typical quick blend
FF = 4 seconds to fully tween into new animation
 
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pavarini
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Joined: 07 May 2015
Posts: 479

 PostPosted: Sat Feb 03, 2018 8:30 am    Post subject: Reply with quote Back to top

Last byte is the cycles it will take to tween into the new animation. 00 is instant and can crash, while FF is a full 4.25 seconds (GE runs at 60 cycles per second). 10 is a good default to use.
 
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