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.

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

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

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.

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.

Non-Combat Animations

Non-Combat Animations
  • 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)

Type 1 and Type 2 Animations

Type 1 and Type 2 Animations
  • 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)

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