# Applying Animations

## Applying Animations

To apply animations to the Animation Profile, start off by opening the Non-Combat Animations foldout. This can be done by pressing the foldout area.

<figure><img src="https://content.gitbook.com/content/v03IiZPaMe8fX49a9MnO/blobs/hEKRbKK5VXSNhPdIiGXw/NonCombatAnimations.png" alt=""><figcaption></figcaption></figure>

Pressing each internal foldout will open up more settings. Simply apply an animation to each slot and adjust its speed, if needed.

<figure><img src="https://content.gitbook.com/content/v03IiZPaMe8fX49a9MnO/blobs/6EScuEeJv6IJTo31lBo1/IdleAnimationsFoldout.png" alt=""><figcaption></figcaption></figure>

When you have finished applying all animations the Non-Combat Animations foldout, do the same thing for the Type 1 Combat Animations foldout.

{% hint style="info" %}
**Note:** If your AI is using the Passive Behavior Type, you do not have to apply any animations to the Type 1 Combat Animations foldout. However, if your AI is using the Aggressive or Coward Behavior Type, you will still need to apply the Type 1 Combat Animations as the AI will switch to these animations when fleeing or entering combat mode.
{% endhint %}

<figure><img src="https://content.gitbook.com/content/v03IiZPaMe8fX49a9MnO/blobs/P99xeZvyM4bVPHcK8HIh/Type1CombatAnimations.png" alt=""><figcaption></figcaption></figure>

### Required Animations and Info

Below is a list explaining what animations are needed depending on the features and type of AI you want to create.

{% hint style="warning" %}
**Important:** Ensure you apply all required animations. Not doing so will can cause an AI to work incorrectly.
{% endhint %}

### Non-Combat Animations

<details>

<summary>Non-Combat Animations</summary>

* Idle List (Required)
* Idle Stationary (Required)
* Walk Left (Required)
* Walk Straight (Required)
* Walk Right (Required)
* Walk Back (Required)
* Run Left (Required)
* Run Straight (Required)
* Run Right (Required)
* Turn Left (Required)
* Turn Right (Required)
* Hit List (Only if an AI will receive damage)
* Death List (Only if an AI will receive damage)

</details>

### Type 1 and Type 2 Animations

<details>

<summary>Type 1 and Type 2 Animations</summary>

* Idle List (Required)
* Idle Stationary (Required)
* Idle Warning (Optional)
* Walk Left (Required)
* Walk Straight (Required)
* Walk Right (Required)
* Walk Back (Required)
* Run Left (Required)
* Run Straight (Required)
* Run Right (Required)
* Turn Left (Required)
* Turn Right (Required)
* Hit List (Required)
* Death List (Optional - An AI will use ragdoll deaths if there's no death animations)
* Attack List (Required)
* Strafe Left (Strafe Action Only)
* Strafe Right Strafe Action Only)
* Block Idle (Block Action Only)
* Block Hit (Block Action Only)
* Dodge Left (Dodge Action Only)
* Dodge Back (Dodge Action Only)
* Dodge Right (Dodge Action Only)
* Recoil (Optional)
* Stunned (Optional, but will exclude an AI from being stunned)
* Put Away Weapon (Optional)
* Pull Out Weapon (Optional)

</details>
