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Shadeanimator wrote that vanilla annotations exist to synchronize a group of actors on the first frame. This means that if a group of characters plays different animations, but they have an annotation for synchronization in the first frame, then these animations are played synchronously, interaction is performed. In what vanilla hkx do you think we should look for examples of this annotation? What other annotations have you found?

I only know annotations: SoundPlay.xxx (plays a sound from the list of descriptors), AnimObj (Load, Draw,Unequip) draws any object from the AnimObj list of the actor (for example, a mop in the hands of cleaners, or gas welding, or anything, even animated objects gamebryo). faceemotion. AnimFaceArchetypeXXX (draws the actor's facial expression). What other annotations are there? Do you have a list of annotations?

Edited by South8028
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Is it these? I don't actually remember where I found them. I was looking for actionable anim events. But these aren't exclusively events I think. Although the '-Handler' parts kind of suggest they can at least be used as such.

weaponFire : WeaponFireHandler

weaponSwing : WeaponSwingHandler
weaponAttach : WeaponAttachHandler
weaponDetach : WeaponDetachHandler
AttackWinStart : AttackWinStartHandler
AttackWinEnd : AttackWinEndHandler
attackStop : AttackStopHandler
bashStop : AttackStopHandler
recoilStop : RecoilStopHandler
MLh_SpellFire_Event : LeftHandSpellFireHandler
MRh_SpellFire_Event : RightHandSpellFireHandler
Voice_SpellFire_Event : VoiceSpellFireHandler
BeginCastLeft : LeftHandSpellCastHandler
BeginCastRight : RightHandSpellCastHandler
BeginCastVoice : VoiceSpellCastHandler
BeginWeaponDraw : WeaponBeginDrawHandler
BeginWeaponSheathe : WeaponBeginSheatheHandler
CameraOverrideStart : CameraOverrideStartHandler
CameraOverrideStop : CameraOverrideStopHandler
weaponDraw : WeaponDrawHandler
weaponSheathe : WeaponSheatheHandler
HitFrame : HitFrameHandler
preHitFrame : AnticipateAttackHandler
staggerStop : StaggeredStopHandler
idleChairSitting : ChairEnterHandler
idleChairSittingNoPerspectiveSwitch : ChairEnterHandler
idleBedSleeping : BedEnterHandler
idleChairGetUp : ChairFurnitureExitHandler
idleBedGetUp : BedFurnitureExitHandler
idleSleepGetUp : BedFurnitureExitHandler
KillActor : KillActorHandler
FlightTakeOff : FlightTakeOffHandler
FlightCruising : FlightCruisingHandler
FlightHovering : FlightHoveringHandler
FlightLanding : FlightLandingHandler
FlightPerching : FlightPerchingHandler
FlightLanded : FlightLandHandler
FlightLandEnd : FlightLandEndHandler
FlightAction : FlightActionHandler
FlightActionEntryEnd : FlightActionEntryEndHandler
FlightActionEnd : FlightActionEndHandler
FlightActionGrab : FlightActionGrabHandler
FlightActionRelease : FlightActionReleaseHandler
FlightCrashLandStart : FlightCrashLandStartHandler
HeadTrackingOn : HeadTrackingOnHandler
HeadTrackingOff : HeadTrackingOffHandler
BowDrawn : BowDrawnHandler
BowRelease : BowReleaseHandler
arrowAttach : ArrowAttachHandler
arrowDetach : ArrowDetachHandler
bowReset : ArrowDetachHandler
InterruptCast : InterruptCastHandler
summonStop : EndSummonAnimationHandler
PickNewIdle : PickNewIdleHandler
DeathStop : DeathStopHandler
ActivationDone : ActionActivateDoneHandler
StopHorseCamera : StopHorseCameraHandler
KillMoveStart : KillMoveStartHandler
KillMoveEnd : KillMoveEndHandler
pairedStop : PairedStopHandler
CameraShake : CameraShakeHandler
DeathEmote : DeathEmoteHandler
StartMotionDriven : MotionDrivenHandler
StartAnimationDriven : AnimationDrivenHandler
StartAllowRotation : AllowRotationHandler
AddRagdollToWorld : AddRagdollHandler
RemoveRagdollFromWorld : RemoveRagdollHandler
RemoveCharacterControllerFromWorld : RemoveCharacterControllerHandler
GetUpStart : GetUpStartHandler
GetUpEnd : GetUpEndHandler
MountEnd : MountDismountEndHandler
DismountEnd : MountDismountEndHandler
EnableBumper : EnableCharacterBumperHandler
DisableBumper : DisableCharacterBumperHandler
enableCollision : EnableCollisionHandler
disableCollision : DisableCollisionHandler
startFloating : StartFloatingHandler
stopFloating : StopFloatingHandler
AnimObjLoad : AnimationObjectLoadHandler
AnimObjDraw : AnimationObjectDrawHandler
EnableCharacterPitch : EnableCharacterPitchHandler
DisableCharacterPitch : DisableCharacterPitchHandler
JumpBegin : JumpAnimEventHandler
IdleDialogueLock : IdleDialogueEnterHandler
IdleDialogueUnlock : IdleDialogueExitHandler
NPCAttach : NPCAttachHandler
NPCDetach : NPCDetachHandler
reloadState : ReloadStateChangeHandler
reloadComplete : ReloadCompleteHandler
powerAttackStop : AttackStopHandler
sightedState : SightedStateChangeHandler
attackState : AttackStateHandler
attackState0 : AttackStateHandler0
attackState1 : AttackStateHandler1
attackState2 : AttackStateHandler2
attackState3 : AttackStateHandler3
attackState4 : AttackStateHandler4
relaxedState : RelaxedStateChangeHandler
alertState : AlertStateChangeHandler
readyState : ReadyStateChangeHandler
gunDownState : GunDownStateChangeHandler
sneakState : SneakStateChangeHandler
ReevaluateGraphState : ReevaluateGraphStateHandler
UncullBone : UncullBoneHandler
CullFurnitureBone : CullFurnitureBoneHandler
UncullFurnitureBone : UncullFurnitureBoneHandler
CullWeapons : CullWeaponsHandler
UncullWeapons : UncullWeaponsHandler
IdleFlavor : IdleFlavorHandler
PerformActivation : PerformActivationHandler
AttachReference : AttachReferenceHandler
FaceEmotion : FaceEmotionalIdleHandler
UseStimpak : UseStimpakHandler
UseStealthBoy : UseStealthBoyHandler
FadeAwakeSound : AwakeSoundFadeHandler
StopAwakeSound : AwakeSoundStopHandler
PauseAwakeSound : AwakeSoundPauseHandler
ResumeAwakeSound : AwakeSoundResumeHandler
PairedAttackDialogueHandler : PairedAttackDialogueHandler
StartVoice : StartPCapVoiceHandler
EjectShellCasing : EjectShellCasingHandler
SandManKill : SandManKillHandler
Knockdown : KnockdownHandler
DoNotInterrupt : DoNotInterruptAnimationHandler
SyncDeferDeath : SyncDeferDeathHandler
EarlyExit : SyncEarlyExitHandler
DesyncInteraction : DesyncInteractionHandler
RagdollAndGetUp : RagdollAndGetUpHandler
UpdateSighted : UpdateSightedHandler

 

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Is it these? I don't actually remember where I found them. I was looking for actionable anim events. But these aren't exclusively events I think. Although the '-Handler' parts kind of suggest they can at least be used as such.

 

 

weaponFire : WeaponFireHandler

weaponSwing : WeaponSwingHandler

weaponAttach : WeaponAttachHandler

weaponDetach : WeaponDetachHandler

AttackWinStart : AttackWinStartHandler

AttackWinEnd : AttackWinEndHandler

attackStop : AttackStopHandler

bashStop : AttackStopHandler

recoilStop : RecoilStopHandler

MLh_SpellFire_Event : LeftHandSpellFireHandler

MRh_SpellFire_Event : RightHandSpellFireHandler

Voice_SpellFire_Event : VoiceSpellFireHandler

BeginCastLeft : LeftHandSpellCastHandler

BeginCastRight : RightHandSpellCastHandler

BeginCastVoice : VoiceSpellCastHandler

BeginWeaponDraw : WeaponBeginDrawHandler

BeginWeaponSheathe : WeaponBeginSheatheHandler

CameraOverrideStart : CameraOverrideStartHandler

CameraOverrideStop : CameraOverrideStopHandler

weaponDraw : WeaponDrawHandler

weaponSheathe : WeaponSheatheHandler

HitFrame : HitFrameHandler

preHitFrame : AnticipateAttackHandler

staggerStop : StaggeredStopHandler

idleChairSitting : ChairEnterHandler

idleChairSittingNoPerspectiveSwitch : ChairEnterHandler

idleBedSleeping : BedEnterHandler

idleChairGetUp : ChairFurnitureExitHandler

idleBedGetUp : BedFurnitureExitHandler

idleSleepGetUp : BedFurnitureExitHandler

KillActor : KillActorHandler

FlightTakeOff : FlightTakeOffHandler

FlightCruising : FlightCruisingHandler

FlightHovering : FlightHoveringHandler

FlightLanding : FlightLandingHandler

FlightPerching : FlightPerchingHandler

FlightLanded : FlightLandHandler

FlightLandEnd : FlightLandEndHandler

FlightAction : FlightActionHandler

FlightActionEntryEnd : FlightActionEntryEndHandler

FlightActionEnd : FlightActionEndHandler

FlightActionGrab : FlightActionGrabHandler

FlightActionRelease : FlightActionReleaseHandler

FlightCrashLandStart : FlightCrashLandStartHandler

HeadTrackingOn : HeadTrackingOnHandler

HeadTrackingOff : HeadTrackingOffHandler

BowDrawn : BowDrawnHandler

BowRelease : BowReleaseHandler

arrowAttach : ArrowAttachHandler

arrowDetach : ArrowDetachHandler

bowReset : ArrowDetachHandler

InterruptCast : InterruptCastHandler

summonStop : EndSummonAnimationHandler

PickNewIdle : PickNewIdleHandler

DeathStop : DeathStopHandler

ActivationDone : ActionActivateDoneHandler

StopHorseCamera : StopHorseCameraHandler

KillMoveStart : KillMoveStartHandler

KillMoveEnd : KillMoveEndHandler

pairedStop : PairedStopHandler

CameraShake : CameraShakeHandler

DeathEmote : DeathEmoteHandler

StartMotionDriven : MotionDrivenHandler

StartAnimationDriven : AnimationDrivenHandler

StartAllowRotation : AllowRotationHandler

AddRagdollToWorld : AddRagdollHandler

RemoveRagdollFromWorld : RemoveRagdollHandler

RemoveCharacterControllerFromWorld : RemoveCharacterControllerHandler

GetUpStart : GetUpStartHandler

GetUpEnd : GetUpEndHandler

MountEnd : MountDismountEndHandler

DismountEnd : MountDismountEndHandler

EnableBumper : EnableCharacterBumperHandler

DisableBumper : DisableCharacterBumperHandler

enableCollision : EnableCollisionHandler

disableCollision : DisableCollisionHandler

startFloating : StartFloatingHandler

stopFloating : StopFloatingHandler

AnimObjLoad : AnimationObjectLoadHandler

AnimObjDraw : AnimationObjectDrawHandler

EnableCharacterPitch : EnableCharacterPitchHandler

DisableCharacterPitch : DisableCharacterPitchHandler

JumpBegin : JumpAnimEventHandler

IdleDialogueLock : IdleDialogueEnterHandler

IdleDialogueUnlock : IdleDialogueExitHandler

NPCAttach : NPCAttachHandler

NPCDetach : NPCDetachHandler

reloadState : ReloadStateChangeHandler

reloadComplete : ReloadCompleteHandler

powerAttackStop : AttackStopHandler

sightedState : SightedStateChangeHandler

attackState : AttackStateHandler

attackState0 : AttackStateHandler0

attackState1 : AttackStateHandler1

attackState2 : AttackStateHandler2

attackState3 : AttackStateHandler3

attackState4 : AttackStateHandler4

relaxedState : RelaxedStateChangeHandler

alertState : AlertStateChangeHandler

readyState : ReadyStateChangeHandler

gunDownState : GunDownStateChangeHandler

sneakState : SneakStateChangeHandler

ReevaluateGraphState : ReevaluateGraphStateHandler

UncullBone : UncullBoneHandler

CullFurnitureBone : CullFurnitureBoneHandler

UncullFurnitureBone : UncullFurnitureBoneHandler

CullWeapons : CullWeaponsHandler

UncullWeapons : UncullWeaponsHandler

IdleFlavor : IdleFlavorHandler

PerformActivation : PerformActivationHandler

AttachReference : AttachReferenceHandler

FaceEmotion : FaceEmotionalIdleHandler

UseStimpak : UseStimpakHandler

UseStealthBoy : UseStealthBoyHandler

FadeAwakeSound : AwakeSoundFadeHandler

StopAwakeSound : AwakeSoundStopHandler

PauseAwakeSound : AwakeSoundPauseHandler

ResumeAwakeSound : AwakeSoundResumeHandler

PairedAttackDialogueHandler : PairedAttackDialogueHandler

StartVoice : StartPCapVoiceHandler

EjectShellCasing : EjectShellCasingHandler

SandManKill : SandManKillHandler

Knockdown : KnockdownHandler

DoNotInterrupt : DoNotInterruptAnimationHandler

SyncDeferDeath : SyncDeferDeathHandler

EarlyExit : SyncEarlyExitHandler

DesyncInteraction : DesyncInteractionHandler

RagdollAndGetUp : RagdollAndGetUpHandler

UpdateSighted : UpdateSightedHandler

 

Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations. Edited by South8028
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Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations.

 

Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>?

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I found some more lists.
These seem to involve the player, more so than just any actor. They include the anim event that can be used to monitor pipboy navigation:

_next
_tick
additivePoseStart
additivePoseStop
AnimObjDraw
AnimObjLoad
AnimObjUnequip
attackState2
CameraOverrideStart
CameraOverrideStop
CullBone
DATA
dyn_Activation
dyn_ActivationAllowMovement
enableIK
fromRadioCategory
g_pipboyClamp
g_pipboyOpen
g_pipboyPlugStart
g_PowerArmorHolotapeLoad
g_PowerArmorHUD
holotapeAudioLoad
holotapeLoad
holotapeLoaded
Idle
IdleStop
INV
Map
mineThrowStart
modMenuStart
pipboyClamp
pipboyClampEnd
PipboyClose
pipboyClosed
PipboyDustWipe
pipboyExamineForceStartState
pipboyExamineStart
pipboyExamineStop
pipboyIdle00_to_pipboyInspect
pipboyIdleRoot
pipboyIdleStart
pipboyIdleStop
pipboyInspectStart
pipboyLightOff
pipboyLightOn
pipboyLowered
pipboyOpened
pipboyUpToRadio
Radio
radioStart
radioToData
radioToInv
radioToMap
radioToStat
radioTuneFadeIn
ReevaluateGraphState
resetTimer
Select
sneakStart
sneakState
sneakStateEnter
sneakStateExit
sneakStop
SoundPlay
Stat
TabNext
TabPrev
test
UncullBone
UseStimpak
weaponAttach
weaponDetach
WeaponFire
weaponIdle

This one was tagged "VanillaAnimEvents", I believe they were extracted from some human graph in CK. Some of these might actually be more imperative, you can use them to provoke animations in game (unsure):

standStart
g_IdleSitting
g_idleSitInstant
dyn_Flavor
PlayFlavorSequence
sitStartFromStand
startConscious
startUnconscious
g_resetToWorkbench
AttackStartPreChargingHold
HeadFireSingle
g_UnconsciousStart
UnconsciousStop
UnconsciousStart
SwimStop
g_SwimStart_MT
g_SwimStart
Ragdoll
WeaponRagdoll
standStartLeft_Delayed
to_TakeOffWithForwardMotion
GetUpBegin
EssentialDownExit
dyn_Talk
hitReactionStart
standStartRight
standStartLeft
walkStartRight
walkStartLeft
walkStartRear
dyn_talkGeneric
idleTalkAndUseItem
g_PowerArmorHolotapeLoad
PickUpLow
PickUpHigh
LegsHeal
grenadeThrowStart
dyn_Activation
dynamicIdle
combatStateStop
WeaponDynamicPathingIdle
g_SwimStart_PA
g_SwimStart_MT_PA_Instant
g_SwimStartInstant_PA
g_weaponForceEquipInstant
weapForceEquip
boltChargeStart
InjuredDownBoltChargeStart
pa_PairedRifleBayonetteStab
pa_PairedKill1HMStabNeck
dyn_ActivationAllowMovement
dyn_ActivationLoop
DynamicPathingIdle
Death
DeathRagdoll
jetpackStart
RagdollInstant
sitStartLeftFromStand
WeapEquip
EquipRotateCCW
EquipRotateCW
g_returnToCore
g_SwimStart_MT_PA
g_DeathCrippled
g_Death
g_DeathFrenzy
cowerStart
dialogueFlavor
MTDynamicPathingNonSyncedIdle
g_EssentialDown_MT
syncIdleStart
staggerForward
sitStartFrontFromWalk
meleeAttackRipperStart
meleeattackRipperSneakStart
defaultStaggerForwardSmall
staggerForwardSmall
DynamicAnim
jumpEnd
ExitFront_ToStand_Delayed
meleeAttackShredder
syncIdleStop
furnitureDeath
hitFlinchStart
meleeattackPowerSneakStart
blockSneakStart
blockStart
meleeattackSneakStart
cowerSinglePlay
dyn_DoNotInterrupt
pa_PairedKillPistolBash
QuickExitToStand
QuickExitToStandRight
QuickExitToStandLeft
g_SwimStart_PA_Instant
EvadeLeft2Start
EvadeRightStart
EvadeLeftStart
EvadeRight2Start
IdleStop
StaggerSmallFromBackHit
pa_PairedLibertyPrimeBehemothGrabCrush
pa_PairedKillMQ302DanseDeath
pa_PairedH2HLegKick
pa_PairedH2HJabJabCross
pa_PairedRifleGunButt
pa_PairedKillSneakRifleHit
pa_PairedKillSneakPistolHit
turnStop
pa_PairedMS13PaulFight
pa_PairedFrontBodySlam
g_defaultStateInstant
pa_PairedPushFromFront
idleLoopingStart
pa_PairedDeathclawSpinSmackFeralGhoul
TurnRight
TurnLeft
pa_PairedKillAssaultronLiftHeadLaser
g_archetypeRelaxedStateStartInstant
rifleSightedEnd
staggerStartForwardSmall
weaponInstantDown
meleeAttackStartStomp
pa_PairedKillAssaultronTakeDownStab
DeathAnim
pa_DogmeatBiteHumanLeg2
pa_DogmeatBiteLegGhoulStanding2
pa_DogmeatBiteMutantStandingLeg2
runStartRear
runStartLeft
runStartRight
pa_PairedKillAssaultronLiftStab
pa_PairedKillAssaultronTakeDownHeadLaser
idleReadingStart
idleReadingStop
evadeLeft
evadeRight
pa_PairedKillH2HSlideTackle
pa_PairedDeathclawStabFeralGhoul
pa_PairedFeralGhoulBiteNPCNeck
dyn_FlavorLooping
MTDynamicPathingIdle
staggerRight
staggerLeft
pa_PairedDeathclawRaiderGrabHeadThrow
pa_PairedBrahminHumanPet
g_defaultState
returnToDefault
DeathAnimation
dodgeBack
dodgeRight
dodgeLeft
swimDrinkStart
pa_KillMoveDeathclawMoleratStomp
pa_PairedKillH2HNeckBreakFromBehind
pa_PairedKill1HMSneakBluntSwing
pa_PairedKill1HMSneakStabNeck
pa_PairedKillH2H3Hits
pa_PairedKill1HMBlunt2Hits
pa_PairedKillPowerFistPunch
pa_PairedKillDeathclawGauntletUppercut
pa_PairedKillDeathclawGauntletStabStomach
pa_PairedKill1HMRipperSlice
pa_PairedKill2HMBashKneeAndHead
pa_PairedKill2HMSwingKill
weaponIdle
MTSwimStop
g_archetypeBaseStateStart
g_EssentialDownInstant_Weapon
g_EssentialDownInstant_MT
dynamicIdle_Looping_MidArm
dynamicIdle_Looping_RightArm
Pose_to_PoseF
Pose_to_PoseE
DeathAnimCryopodSpouse
attackStart
g_weapForceEquip
meleeattackBackStart
dynamicTransition
DeathBackflip
DeathLeft
DeathRight
IdleSpecialStart
sprintToSneak
pa_PairedPowerArmor1HM_Attacker
staggerLarge
staggerMedium
staggerSmall
IdleHideStart
PairedPowerArmorForwardPowerPunch_Attacker
pa_PairedPowerArmorForwardPowerPunch_Attacker
LandStart
FallStart
throwEnd
pa_DogmeatKillMutantStanding2
WeaponDynamicPathingIdleLowerBody
dodgeCover
standStartCombat
sitStartFromStandCombat
to_Perch_Prydwen_Instant
to_Flight_Instant
to_Ground_Instant
Stat
radioToStat
DATA
radioToData
INV
radioToInv
dyn_ActivationNoTransition
dyn_ActivationCullWeapons
MT_staggerRightMedium
MT_staggerLeftMedium
ReevaluateGraphState
pa_DogmeatKillMutantStanding1
dynamicIdle_Looping_LeftArm
pa_DogmeatKillGhoulStanding2
Unequip
Pose_to_PoseD
Pose_To_PoseC
jumpImpactLandToRun
rightArmThrowStart
HitReaction
g_IdleSitInstant
AmbushEnter
pa_DogmeatKillHound1
sitStartRightFromStand
sitStartRightFromWalk
sitStartLeftFromWalk
sitStartRearFromWalk
idleStopEating
g_instantInitializeGraphToBaseState
EssentialDownStart
dynamicAnimLooping
DeathMoving
DeathForward
RightArmSingleFire
DynamicPathingIdleMirrored
AttachmentUnequip
dynamicIdle_AnimDriven
DusterEquip
pa_DogmeatBiteHound1
attackReleaseLeftShoulder
attackReleaseRightShoulder
attackReleaseHead
attackReleaseLeftArm
attackReleaseRightArm
rangedAttackStop
rangedAttack_MidArm
rangedAttack_LeftArm
rangedAttack_RightArm
idleFaceGenStop
pa_DogmeatBiteMutantStandingLeg1
pa_DogmeatBiteMutantStandingArm1
leftShoulderFireSingle
rightShoulderFireSingle
leftArmFireSingle
rightArmFireSingle
leftShoulderFireAuto
rightShoulderFireAuto
headFireAuto
leftArmFireAuto
rightArmFireAuto
PairedKillMoveShinjinShootsKentLead
pa_PairedKentHeadButtsShinjin
rangedAttackSingleFire_MidArm
rangedAttackSingleFire_LeftArm
rangedAttackSingleFire_RightArm
recoilStart
DeathAnimShotgunChest
DeathAnimMovingForward
DeathAnimMoving
standStartDelayedExit
standStartRight_Delayed
pa_DogmeatBiteLegGhoulStanding
DeathAnimSynth
dyn_combatIdle
dodgeAvoidLeft
dodgeAvoidLeft_Alt1
dodgeAvoidRight_Alt1
dodgeAvoidRight
dodgeLeft_Alt1
SwimStart
LayEnterStart
SitComfortEnterStart
combatStateStart
pa_DogmeatBiteGhoulStanding1
pa_PairedKillH2HJudoThrowNeckBreak
pa_PairedKillH2HEvadeJabCrossCounter
pa_PairedKillH2HSlipCrossCounter
shuffleBackwardLeft
shuffleBackwardRight
shuffleBackward
shuffleBackward_Alt1
shuffleRight
shuffleRight_Alt1
shuffleLeft
shuffleForwardRight
shuffleForwardRight_Alt1
shuffleForwardLeft
shuffleForward
shuffleForward_Alt1
attackInterrupt
meleeattackForwardStart
blockStop
recoilShortStart
SprintStop
SprintStart
pa_PairedDogmeatHumanGreetHand
pa_PairedDogmeatHumanGreetPetKneel
pa_PairedDogmeatHumanGreetPet
pa_DogmeatKillGhoulStanding1
pa_PairedDogmeatHumanInspectObject
injuredStop
injuredStart
pa_PairedKill2HMStabForward
g_weapForceEquipInstant
g_SwimStartInstant
g_archetypeBaseStateStartInstant
pa_PairedKill2HMBashSideOfBody
thrownAttackStart
g_archetypeRelaxedStateStart
meleeattackSprintStart
dynamicAdditiveIdle
GetUpStart
TurnStart_ToMove
TurnStart_MoveToMove
g_SwimStart_MT_Instant
staggerStartForward
PairedKillMove1hmShortHumanAttacker01
RightClawHeal
LeftClawHeal
TailHeal
meleeattackPowerStart
AttackResetInstant
pa_KillMoveDeathclawRaiderStabThrow
pa_KillMoveDeathclawRaiderStabRip
pa_KillMoveDeathclawRaiderPickUpSlam
pa_KillMoveDeathclawRaiderPickUpStab1stP
GunnerDismount
GunnerMount
startIdleSitting
startIdleLaying
sprintStartPainTrain
pa_DeathclawPAPushDownSwipe3rdP
AmbushExit
attackCharge
holotapeLoad
to_Land_Perch_Prydwen
to_Land_Default
to_Land_Crash
attackReleaseChargingHold
DeathAnimationRunning
pa_DeathclawPAPushDownSwipe1stP
pa_DeathclawPAGrabThrow
startUpwardDrift
g_RoarToIdle
g_StompShorterToIdle
g_StompToIdle
meleeattackParalyzingStart
EnterLayingAnim
attackStartAutoCharge
attackStartChargingHold
moveForward
moveBackward
EnterRHeadAnim
EnterLHeadAnim
hitLegsCritical
staggerBack
to_Props_Spinning
to_Props_Static
to_TakeOff_Perch_Prydwen
DeathAnimMelee
DeathAnimHitLocation
weapSneakEquip
pa_PairedYaoGuaiKillHumanStanding_Attacker
EnterTailAnim
ThrowAttackStart
dyn_PathingIdle
sneakStop
sneakStart
MoveStop
MoveStart
pa_PairedKillMoveGoodNeighborAttacker01
g_InitializeToBaseState
attackReleaseLeftSpit
attackReleaseRightSpit
pa_Mirelurk3rdP_MirelurkLead
RightSpitFireAuto
LeftSpitAutoFire
RightSpit
LeftSpit
sitStart
ReadyStateStart
Map
radioToMap
to_Injured_Flight
to_Cruise
jumpFall
jumpLand
jumpRunLand
DeathForwardRun
dynamicAnimMirrored
to_Perch_Instant
grenadeThrowStartOver
jumpLandToWalk
TunnelExit
TunnelEnter
attackRelease
mineThrowStart
TurnLeft180
TurnRight180
Turn180FromStop
to_Hover_Instant
to_Cruise_Instant
to_TakeOff_Default
Recoil
sonicAttackStart
attackMissed
pa_KillMoveFeralGhoulBiteNPC
moveStop
HeadFXOff
SneakUnequip
WeaponFireCharge
WeaponUnequip
WeaponEquip
to_Weapon_Left_Fire
to_Weapon_Right_Fire
ForceWeaponEquip
moveStartAnimated
attackStartAuto
cannedTurnRight
cannedTurnLeft
HeadFXOn
HandFXOn
blockStartSneak
StaggerFromBackHit
meleeAttackGun
meleeAttackPowerGun
from_Cruise_to_Hover
vatsChargeUpSlave
vatsChargeUp
StaggerMedium_Left
StaggerLarge_Left
Bark
killMoveStartStomp
MTDynamicPathingIdleForceAnimDriven
attackRelease44Magnum
g_drinkStart
MLh_SpellRelease_Event
MLh_SpellReady_Event
MRh_SpellRelease_Event
MRh_SpellReady_Event
MLh_Equipped_Event
RitualSpellOut
MRh_Equipped_Event
pa_PairedKillH2HFrontChoke
pa_PairedKillH2HSuplex
pa_PairedKill1HMSneakStabSide
pa_PairedKill2HMStabUp
pa_PairedKill1HMRipperStabStomach
pa_PairedKill1HMStabStomachForward
MagicForceEquip
Magic_Equip
PoseB_to_PoseA
PoseA_to_PoseB
reloadStart
weapUnequip
pa_FEVHoundHumanAttack3rdP
DeathAnimForward
DeathAnimLeft
DeathAnimRight
staggerBackMedium
staggerBackLarge
hitLocomotionCrippled
returnToCombat
IdleBlockDoor
g_archetypeChange
staggerStartSmall
staggerStartMedium
staggerStartLarge
SitEnterStart
IdleOverHeated
UnequipRotateCW
UnequipRotateCCW
InjuredDownReloadStart
PerkCannibalFeed
turretRemove
rangedAttackStart
IdleTauntStart
staggerBackMediumBlend
staggerBackSmallBlend
attackStartOver
attackStartAutoOver
rifleSightedStartOverLow
grenadeThrowStartOverLow
MRh_SpellAimedStart
ArchEarRight_BeginLoop
ArchEarRight_Begin
ArchEarLeft_BeginLoop
ArchEarLeft_Begin
ArchTail_BeginLoop
ArchTail_Begin
ArchEye_BlinkHalf
ArchEye_Blink
SpitAttackStart
attackReleaseCharge
ExitFront_ToStand
Warn
GunUp
GunDown
meleeattackPowerLeftStart
meleeattackPowerRightStart
meleeAttackPowerForwardStart
meleeattackPowerBackStart
staggerBackSmall
enterCoverSneak
pipboyIdleStop
pipboyIdleStart
TurnStart_MoveToMove_OppFoot
pa_PairedDogmeatBiteMoleratStanding_Killer
pa_PairedDogmeatBiteDogStanding2_Killer
pa_RadStagHumanGore3rdP
pa_RadscorpionStrike3rdP_RadscorpionLead
coverVault
TurnStart
NoPower
Arch_FaceSad
Arch_FaceNeutral
Arch_FaceHappy
Arch_FaceAngry
DeathAnimMinigun
IdleDrunkDancingDrunker
IdleDrunkDancing
IdleDrunkFaster
IdleDrunkSlower
g_RootInstant
holotapeAudioLoad
activateStartFromStand
rifleSightedStart
rifleSightedStartOver
ExitCover
enterCoverRight
enterCoverStandingRight
enterCoverLeft
enterCoverStandingLeft
pa_PairedKillMacheteAttacker01
pa_RadscorpionQuickill3rdP_Radscorpion
meleeStart_1
SpasmStart
pa_PairedDogmeatBiteDogStanding_Killer
idleEatStart
Pose_to_PoseA
Pose_to_PoseB
GiveFood
GetFood
PairedNPCBodySlam_Lead
pa_PairedLegPullTakeDown
pa_PairedFrontPushKick
pa_PairedBlockPunchCounter
pa_PairedUpperCutCounterPunch
pa_PairedDuckHookCounter
MobilityDownGetUpStart
MobilityDownStart
pa_BloodbugHumanSyphon3rdP_Bloodbug
TurnToRun90LeftStart
TurnToRun90RightStart
pa_BloodbugHumanSyphon1stP_Bloodbug
Stop_FromMove
idleSearch
dynamicIdleLoop
defaultStaggerBackSmall
defaultStaggerBackMedium
defaultStaggerBackLarge
g_EnterFront_FromStand
g_FurnitureIdleInstant
IdleToExit_Combat
IdleToExit_NonCombat
TurnStart_ToMove_OppFoot
jumpMovingFall
jumpLandToRun
jumpLandSoft
jumpImpactLand
jumpStartFromRun
JumpStart
MT_staggerBackSmall
MT_staggerBackMedium
MT_staggerBackLarge
MT_staggerForwardSmall
MT_staggerForwardMedium
staggerForwardMedium
Fire
TurnCounterClockwise
TurnClockwise
Stop
pa_DogmeatBiteHumanLeg1
meleeattackStart
weapForceEquip_FromGrazing
weapForceEquip_FromLaying
moveStart_FromLaying
moveStart_FromGrazing
meleeattackLeftStart
meleeattackRightStart
injuredExit
injuredEnter
Stop_UntrainedFlight
Start_UntrainedFlight
to_TakeOff_Untrained
AlertStateStart
moveStart
RelaxedStateStart
pa_Mirelurk3rdP_MirelurkDrop
pa_PairedKillMove2hmHumanAttacker01
pa_PairedKillTacklePunchToDeath
pa_PairedKillMove1hmShortHumanAttacker01
pa_PairedKill1HMSlashKneeAndNeck
pa_PairedKillMove1hmHumanAttacker01
pa_PairedGrabPunchSwingThrow
panicStart
meleeAttackBayonet
attackAOE
pipboyInspectStart
dynamicTransition_Mirrored
EnterGrazingAnim
healLegs
dlg_question
g_fromAnimationDriven
Recoil01
Bark1
staggerStart
startSyncIdle01
startSyncIdle00
g_Idle
IdleTongueDetect
IdleScratchGround
drinkEnd
pa_PairedDogmeatBiteHumanMoving
defaultState
sneakVault64
pa_DeathclawPlayerPushDownRoar1stP
IdleLookUpInElevator
g_archetypeMTStateStart
pa_PairedDogmeatBiteHumanStanding
meleeAttackStartPowerForwardStart
meleeattackStartLeft
meleeAttackStartLeftSideSwipeStart
g_pipboyClamp
MeleeAttackStartFlipCar
reset
TurnRight90
TurnLeft90
g_pipboyOpen
g_PowerArmorHUD
zoomToggle
TabNext
TabPrev
Select
radioStart
PipboyClose
meleeAttackStartRight
meleeAttackStartRightSideSwipeStart
gunDownStateStop
gunDownStateStart
attackStart_Bite1
MoveBackwards
DeathAnimFallBackward
enterCoverSprint
pa_PairedDogmeatKillHumanStanding
dyn_NoInterrupt_Manual
CoffeePotEquip
moveStartRight
moveStartLeft
jumpStart

And regarding the earliest list, it was found elsewhere also with the title "ActorResponse"
Its a shame I forgot to write down exactly wherefrom they were extracted.
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Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations.

 

Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>?
The annotations are contained in the hkx itself in the Note attached to the Root in the Dope Sheet.

I only experimented with AnimObj. This equips the actor, which plays hkx with any object in ck's AnimObject list. Under than any object literally. If nif contains NiStringExtraData (PRN name) with the name of the bone, then it can be static, animation, furniture, whatever. In vanilla, these are basically various items in the hands of the actors. For example, a cleaner's mop. But the annotation allows you to load and unload any number of objects (but not with an interval longer than 20 frames, otherwise the objects freeze for some reason). Synchronization can be used for scenes of interaction between actors (you can not even talk about sex animation). ) For example, a scene where actors communicate, pass objects to each other, fight synchronously, etc.Judging by the number of annotations that you sent me, you can literally do anything, because from under hkx you can control all the events and objects in the game. hkx - in itself, it is the basis for controlling the behavior of everyone and everything in ce. You just need to understand what exactly each annotation is for. Thank you very much again. I didn't even expect anyone to have the luxury of this list.

Edited by South8028
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Maybe. Other than AnimObj, I don't recognize anything here. Must watch. Thank you very much. This is priceless because you can do fantastic things with annotations.

 

Indeed. Especially for capturing anim events in my experience. There are tiny anim events that can effectively help you determine where you currently are in the pipboy, for example. What are some other uses? Didn't really grasp that synchronization thing. Are the keywords to be attached to the models, captured/invoked somehow in CK or through papyrus via SetAnimationVariable<perhaps bool>?
Thanks again. I've been experimenting (so far only um... With sex animations because it's fun). I was able to keep three actors in sync using the syncIdleStart.idle annotation. hkx with this annotation in the first frame automatically starts the rest of the hkx specified in this annotation. You can animate any crowd that will perform actions synchronously. For example, dancing, walking dodging each other, performing advanced fights in the style of the Matrix. ) I think it is possible to make, for example, furniture with a bunch of jobs, and all the actors will work collectively, or spend their leisure time.

https://disk.yandex.ru/i/SehbkStj2rDIUw

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