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Overview: Full List of Human Animations in W3D


GeneralCamo
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Author: Jonwil

Skill Level: 5

 

This is intended to be a guide to all the various human animations in W3D using the information we have collected in the process of figuring out the soldier logic.

 

 

Animation styles

 

Leg Styles: (the values are used as part of the animation name)

LEG_STYLE_STAND A0

LEG_STYLE_RUN_FORWARD A1

LEG_STYLE_RUN_BACKWARD A2

LEG_STYLE_RUN_LEFT A3

LEG_STYLE_RUN_RIGHT A4

LEG_STYLE_TURN_LEFT A5

LEG_STYLE_TURN_RIGHT A6

LEG_STYLE_WALK_FORWARD B1

LEG_STYLE_WALK_BACKWARD B2

LEG_STYLE_WALK_LEFT B3

LEG_STYLE_WALK_RIGHT B4

LEG_STYLE_CROUCH C0

LEG_STYLE_CROUCH_MOVE_FORWARD C1

LEG_STYLE_CROUCH_MOVE_BACKWARD C2

LEG_STYLE_CROUCH_MOVE_LEFT C3

LEG_STYLE_CROUCH_MOVE_RIGHT C4

LEG_STYLE_CROUCH_TURN_LEFT C5

LEG_STYLE_CROUCH_TURN_RIGHT C6

LEG_STYLE_JUMP_UP J0

LEG_STYLE_JUMP_FORWARD J1

LEG_STYLE_JUMP_BACKWARD J2

LEG_STYLE_JUMP_LEFT J3

LEG_STYLE_JUMP_RIGHT J4

LEG_STYLE_FLY_STATIONARY Z0

LEG_STYLE_FLY_FORWARD Z1

LEG_STYLE_FLY_BACKWARD Z2

LEG_STYLE_FLY_LEFT Z3

LEG_STYLE_FLY_RIGHT Z4

LEG_STYLE_FLY_UP Z5

LEG_STYLE_FLY_DOWN Z6

 

Weapon Hold Styles: (again these are used as part of an animation name, yes these match the settings you set on the weapon in LE)

WEAPON_HOLD_STYLE_C4 A0 A

WEAPON_HOLD_STYLE_NOT_USED A0 B ; Actually used as the relaxed animation. ~~Jerad

WEAPON_HOLD_STYLE_AT_SHOULDER C2 C ; Blended when an infantry moves aim up or down ~~Jerad

WEAPON_HOLD_STYLE_AT_HIP D2 D ; Blended when an infantry moves aim up or down ~~Jerad

WEAPON_HOLD_STYLE_LAUNCHER E2 E ; Blended when an infantry moves aim up or down ~~Jerad

WEAPON_HOLD_STYLE_HANDGUN F2 F ; Blended when an infantry moves aim up or down ~~Jerad

WEAPON_HOLD_STYLE_BEACON A0 G

WEAPON_HOLD_STYLE_EMPTY_HANDS A0 H

WEAPON_HOLD_STYLE_AT_CHEST B0 I

WEAPON_HOLD_STYLE_HANDS_DOWN A0 J

 

For weapon animations, the code can use this pattern

H_A_?1$$/H_A_?2$$/H_A_?3$$ where ? is the second letter after the weapon hold style above and $$ is the value after the leg style. Or it can use the pattern H_A_??$$ where ?? is the first value after the weapon hold style and $$ is the value after the leg style.

 

For landing animations (landing after falling/jumping) the pattern is H_A_A0L? where ? can be 0/1/2/3/4 depending on the direction.

 

 

Actual animations

 

Dive animations: (from a list in the code, dont know which one is which)

H_A_SLD1_01

H_A_SLD1_02

H_A_SLD2_01

H_A_SLD2_02

H_A_SLD3_01

H_A_SLD3_02

H_A_SLD4_01

H_A_SLD4_02

 

Wound Animations: (from a list in the code, dont know which one is which)

H_A_811A

H_A_812A

H_A_821A

H_A_822A

H_A_831A

H_A_832A

H_A_841A

H_A_842A

H_A_851A

H_A_852A

H_A_861A

H_A_862A

H_A_871A

 

Death Animations: (from a list in the code, dont know which one is which)

H_A_612A

H_A_622A

H_A_623A

H_A_624A

H_A_632A

H_A_633A

H_A_634A

H_A_635A

H_A_FLMB

H_A_FLMB

H_A_FLMB

H_A_FLMB

H_A_FLMB

 

Ladders

Ladders use H_A_412A, H_A_422A and H_A_432A

Fire special damage uses H_A_FLMA

Chem special damage uses h_a_6x01

Electric special damage uses h_a_6x05

 

Animation h_a_j12c is used when C4 is fired

 

 

Other animations

 

H_A_V20A is used as an animation when a soldier gets into a vehicle of type BIKE.

H_A_V10A is used as an animation when a soldier gets into a vehicle that is not of type BIKE.

 

The special Mendoza Boss object uses the animations H_A_FLMA, H_A_FLMB, H_A_H12C, H_A_A0A1, H_A_FLYKICK, H_A_CRESENTKICK, H_A_SIDEKICK, H_A_PunchCombo, H_A_690A, H_A_H11C, H_A_A0A0_L50 and H_A_635A.

 

The special Raveshaw Boss object uses the animations H_A_BODYSLAM, H_A_FLY1, H_A_FLY2, H_A_FLY3, H_A_FLY4 and H_A_A0D0.

 

The SSGM CTF plugin uses the animations H_A_SIDEKICK, H_A_PUNCHCOMBO, H_A_A0A0_L02, H_A_J22C, H_A_A0A0_L23, H_A_A0A0_L58, H_A_B0A0_L05, H_A_A0A0_L12, H_A_J14C, H_A_X33C, H_A_A0A0_L22 and H_A_A0A0_L24.

 

The stock scripts.dll references the following animations:

H_A_4243

H_A_442A

H_A_601A

H_A_611A

H_A_613A

H_A_622A

H_A_632A

H_A_6X01

H_A_6X05

H_A_7002

H_A_891A

 

H_A_A0A0_L01

H_A_A0A0_L02

H_A_A0A0_L03

H_A_A0A0_L04

H_A_A0A0_L05

H_A_A0A0_L08

H_A_A0A0_L13

H_A_A0A0_L20

H_A_A0A0_L21

H_A_A0A0_L26DA

H_A_A0A0_L26DB

H_A_A0A0_L26DC

H_A_A0A0_L28A

H_A_A0A0_L28B

H_A_A0A0_L28C

H_A_A0A0_L32

H_A_A0A0_L34

H_A_A0A0_L36

H_A_A0A0_L51

H_A_A0A0_L52

H_A_A0A0_L53

H_A_A0A0_L56

H_A_A0C0

H_A_A0F0

H_A_A0L0_L51

 

H_A_B0C0

H_A_B22A

H_A_B26A

H_A_B91A

H_A_B92A

H_A_B93A

 

H_A_Con2

 

H_A_FLMA

 

H_A_H11C

H_A_H13C

H_A_HOST_L1A

H_A_HOST_L1B

H_A_HOST_L1C

H_A_HOST_L2A

H_A_Host_L2B

H_A_HOST_L2C

 

H_A_J01C

H_A_J06C

H_A_J11C

H_A_J12C

H_A_J13A - Start pushups

H_A_J13B - Do pushups

H_A_J13C - Finish pushups

H_A_J14C

H_A_J15C - Rotate neck/head around

H_A_J18C

H_A_J19A

H_A_J19C

H_A_J19S

H_A_J21C

H_A_J22C - Move/relax shoulders

H_A_J23C

H_A_J24C

H_A_J26C

H_A_J27C

H_A_J33C

 

H_A_TroopDrop

 

H_A_V11A

H_A_V42A

 

H_A_X1E_Run

H_A_X9C_SUIT

H_A_X11D_Repel

H_A_X33C

H_A_X5D_ParaT_1

H_A_X5D_ParaT_2

H_A_X5D_ParaT_3

H_A_XG_NAPC_OUT

 

Objects.ddb references animations in a few places (Human Loiter, Human Anim Override and some others) but I dont have the time to document all of them.

 

In addition to this, the stock maps (Single Player specifically) may reference animations either through cinematics or through scripts attached to stuff but again I dont have time to document all of them.

 

If anyone has any questions, wants more information or wants to know what the game does a specific animation (or what animation the game uses in a specific circumstance) please let me know and I will see what I can find out.

 

Or if anyone has any info to add to this, feel free to add it here :)

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  • 5 years later...
Guest Chetan.S

I need to create a mod for c&c generals zh so need your help in understanding how human animation is done in renx and exported as w3d

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