GeneralCamo Posted March 4, 2015 Report Share Posted March 4, 2015 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 Tumbling animations: H_A_DIV1 - Forward H_A_DIV2 - Backward H_A_DIV3 - Left H_A_DIV4 - Right Scared from shot 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 - Hit in the balls, land on back H_A_622A - Get on knees, land on face H_A_623A - Hit in the right side, roll around, land on face H_A_624A - Hit in the left side, land on back H_A_632A - Frontal death, land on back H_A_633A - Hit in the right side, land on face H_A_634A - Hit in the left side, land on face H_A_635A - Fly up into air death (strong weapon facehit) 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 Random list H_A_G0A1_01 - Panic run H_A_G0B1_01 - Walking, looking around H_A_H0B1_01 - Carefully walking 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. H_A_LEGPAIN - Got hit in the leg 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 - Struggling on the floor (Help me, oh please help me. Someone, anyone.) H_A_611A - Hit in the head, shake head, gets "dizzy" 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 Get up from ground anims: H_A_H11C H_A_H12C H_A_H13C Hostage animations: 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 - Look behind H_A_J12C - Place/deploy something on the ground H_A_J13A - Start pushups H_A_J13B - Do pushups H_A_J13C - Finish pushups H_A_J14C - Circle arms H_A_J15C - Rotate neck/head around H_A_J17C - Step on bug H_A_J18C - Wave at someone H_A_J19A - Start attention pose H_A_J19B - Attention pose H_A_J19C - Stop attention pose H_A_J19S - Chest salute from attention pose H_A_J20A - Fall asleep H_A_J20B - Sleep H_A_J20C - Wake up H_A_J21C H_A_J22C - Move/relax shoulders H_A_J23C - Follow me/beckon H_A_J24C H_A_J26C - Hit forward with fist (or push button?) H_A_J27C H_A_J33C H_A_J43A - Start jumping jacks H_A_J43B - Do jumping jacks H_A_J43C - Finish jumping jacks H_A_J99A - Start messing with EVA unit (on left arm) H_A_J99B - Messing with EVA unit H_A_J99C - Stop messing with EVA unit H_A_TroopDrop H_A_V11A H_A_V42A H_A_X1E_Run - Running with weapon held close, hip style 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 0 Quote Link to comment Share on other sites More sharing options...
Guest Chetan.S Posted May 16, 2020 Report Share Posted May 16, 2020 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 0 Quote Link to comment Share on other sites More sharing options...
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