PJMail Posted October 5, 2023 Author Share Posted October 5, 2023 South8028 - they are not my animations, they are 3rd party NPC poses. I have zero knowledge on making animations, but I agree - the shuffling at the end is a bug. If I disable AI at the end it resolves it, so thus this set of questions. A workaround I know, but it is one I can do until/if those animations are fixed.What animation? What should an actor do? They are poses I use for my Mannequins - These ones from Deuce2416 for instance. I use them in my mod as I have permission, Link to comment Share on other sites More sharing options...
South8028 Posted October 5, 2023 Share Posted October 5, 2023 South8028 - they are not my animations, they are 3rd party NPC poses. I have zero knowledge on making animations, but I agree - the shuffling at the end is a bug. If I disable AI at the end it resolves it, so thus this set of questions. A workaround I know, but it is one I can do until/if those animations are fixed.What animation? What should an actor do? They are poses I use for my Mannequins - These ones from Deuce2416 for instance. I use them in my mod as I have permission,I checked. It is enough to raise the root to a height = 1, there is no shuffling. The animation runs smoothly, without any extraneous sounds. I'll make some animations in my free time. For mannequins? Should they be completely static poses, or should they move somehow? Or should I just import your animations and bring up the root? Link to comment Share on other sites More sharing options...
LarannKiar Posted October 5, 2023 Share Posted October 5, 2023 (edited) Thanks LarannKiar - it was the animation variables I was hoping someone would know the correct one to use for any animation. Somehow I missed the isIdlePlaying() - that looks hopeful. There's a huge number of animation variables to choose from (hundreds). I don't know if this is the right place to paste them but take a look at the anim graph events and variables.. :) I haven't gotten around to it yet but many "convenience" functions can be made of these with the native GetAnimationVariableXXXXX, possibly. <hkobject class="hkbBehaviorGraphStringData" name="#411" signature="0x1bd27f38"> <!-- memSizeAndRefCount SERIALIZE_IGNORED --> <hkparam name="eventNames" numelements="1058"> <hkcstring>moveStart</hkcstring> <hkcstring>moveStop</hkcstring> <hkcstring>TwistRight</hkcstring> <hkcstring>TwistLeft</hkcstring> <hkcstring>sprintStart</hkcstring> <hkcstring>sprintStop</hkcstring> <hkcstring>fireSingle</hkcstring> <hkcstring>00NextClip</hkcstring> <hkcstring>weaponFire</hkcstring> <hkcstring>fireSubsequentOK</hkcstring> <hkcstring>countDownTick</hkcstring> <hkcstring>attackStart</hkcstring> <hkcstring>attackStart_Attack1</hkcstring> <hkcstring>attackStop</hkcstring> <hkcstring>attackRelease</hkcstring> <hkcstring>fireSubsequentFail</hkcstring> 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<hkcstring>Retract</hkcstring> <hkcstring>WPNUnarmedDrawPowerArmor</hkcstring> <hkcstring>WPNUnarmedSheathePowerArmor</hkcstring> <hkcstring>walkRunBlendStart</hkcstring> <hkcstring>AttackResetInstant</hkcstring> <hkcstring>DynamicPathingIdle</hkcstring> <hkcstring>CameraRelaxedStart</hkcstring> <hkcstring>CameraReadyStart</hkcstring> <hkcstring>g_archetypeRelaxedStateStart</hkcstring> <hkcstring>archetypeRelaxedStateStop</hkcstring> <hkcstring>ReadyStateStart</hkcstring> <hkcstring>PickUpHigh</hkcstring> <hkcstring>PickUpDone</hkcstring> <hkcstring>PickUpLow</hkcstring> <hkcstring>MeleeBaseState to BerserkEnter.hkt</hkcstring> <hkcstring>BerserkEnter</hkcstring> <hkcstring>BerserkEnterFinish</hkcstring> <hkcstring>BeginMeleeAttack</hkcstring> <hkcstring>EndMeleeAttack</hkcstring> <hkcstring>sprintToSneak</hkcstring> <hkcstring>ExitOnMoveStart</hkcstring> <hkcstring>pa_PairedKill1HMSlashKneeAndNeck</hkcstring> <hkcstring>PairedKill1HMSlashKneeAndNeck</hkcstring> <hkcstring>pa_PairedKillTacklePunchToDeath</hkcstring> <hkcstring>PairedKillTacklePunchToDeath</hkcstring> <hkcstring>pa_PairedKill2HMBashKneeAndHead</hkcstring> <hkcstring>PairedKill2HMBashKneeAndHead</hkcstring> <hkcstring>_tick</hkcstring> <hkcstring>IdleFlavor</hkcstring> <hkcstring>attackBlendOut2hm</hkcstring> <hkcstring>attackBlendOut1hmShort</hkcstring> <hkcstring>g_EssentialDownInstant_Weapon</hkcstring> <hkcstring>CBTTransitionOutWalk</hkcstring> <hkcstring>CBTTransitionInWalk</hkcstring> <hkcstring>CBTTransitionOutWalkRun</hkcstring> <hkcstring>CBTTransitionInWalkRun</hkcstring> <hkcstring>runForwardStart</hkcstring> <hkcstring>runbackstart</hkcstring> <hkcstring>CBTTransitionOutRun</hkcstring> <hkcstring>CBTTransitionInRun</hkcstring> <hkcstring>CBTTransitionOutRunBack</hkcstring> <hkcstring>CBTTransitionInRunBack</hkcstring> <hkcstring>hitLegsCriticalStop</hkcstring> <hkcstring>g_archetypeRelaxedStateStartInstant</hkcstring> <hkcstring>SneakBlockLayerFadeOut</hkcstring> <hkcstring>unEquipRelaxed</hkcstring> <hkcstring>meleeAttackRipperSneakStart</hkcstring> <hkcstring>0_frameTransition</hkcstring> <hkcstring>instantTransition</hkcstring> <hkcstring>sneakWalkStart</hkcstring> <hkcstring>sneakRunStart</hkcstring> <hkcstring>SnapToDirectAtTarget</hkcstring> <hkcstring>RelaxedStateEnter</hkcstring> <hkcstring>RelaxedStateExit</hkcstring> <hkcstring>SprintStateEnter</hkcstring> <hkcstring>SprintStateExit</hkcstring> <hkcstring>sneakVault64</hkcstring> <hkcstring>reloadEnd</hkcstring> <hkcstring>disableCollision</hkcstring> <hkcstring>enableCollision</hkcstring> <hkcstring>EnableAttackReady</hkcstring> <hkcstring>forward</hkcstring> <hkcstring>forwardRight</hkcstring> <hkcstring>right</hkcstring> <hkcstring>rightBackward</hkcstring> <hkcstring>backward</hkcstring> <hkcstring>backwardLeft</hkcstring> <hkcstring>leftBackward</hkcstring> <hkcstring>left</hkcstring> <hkcstring>forwardLeft</hkcstring> <hkcstring>exitDynamicAnimation</hkcstring> <hkcstring>AllowEquip</hkcstring> <hkcstring>dlg_talk</hkcstring> <hkcstring>dlg_positive</hkcstring> <hkcstring>dlg_question</hkcstring> <hkcstring>dlg_listen</hkcstring> <hkcstring>dlg_negative</hkcstring> <hkcstring>reloadStartSlave</hkcstring> <hkcstring>reloadEndSlave</hkcstring> <hkcstring>attackStartOver</hkcstring> <hkcstring>shuffleForward</hkcstring> <hkcstring>shuffleBackward</hkcstring> <hkcstring>attackStartSlave</hkcstring> <hkcstring>attackStartAutoSlave</hkcstring> <hkcstring>attackReleaseSlave</hkcstring> <hkcstring>shuffleEnd</hkcstring> <hkcstring>panicStart</hkcstring> <hkcstring>cowerStop</hkcstring> <hkcstring>meleeAttackGun</hkcstring> <hkcstring>meleeAttackPowerGun</hkcstring> <hkcstring>IdleLookAround</hkcstring> <hkcstring>PoseA_to_PoseB</hkcstring> <hkcstring>PoseB_to_PoseA</hkcstring> <hkcstring>weaponDynamicIdle</hkcstring> <hkcstring>attackEnd</hkcstring> <hkcstring>attackEndSlave</hkcstring> <hkcstring>rightTransitionAnimation</hkcstring> <hkcstring>leftTransitionAnimation</hkcstring> <hkcstring>exitTest</hkcstring> <hkcstring>SyncRight FootRight</hkcstring> <hkcstring>SyncLeft FootLeft</hkcstring> <hkcstring>enterCoverPartial</hkcstring> <hkcstring>WeaponRagdoll</hkcstring> <hkcstring>coverVault</hkcstring> <hkcstring>chargeRelease</hkcstring> <hkcstring>attackStartAutoCharge</hkcstring> <hkcstring>attackReleaseCharge</hkcstring> <hkcstring>attackStartChargeSlave</hkcstring> <hkcstring>attackReleaseChargeSlave</hkcstring> <hkcstring>triggerStart</hkcstring> <hkcstring>triggerEnd</hkcstring> <hkcstring>CullBone</hkcstring> <hkcstring>iModOff</hkcstring> <hkcstring>iModStop</hkcstring> <hkcstring>iModOn</hkcstring> <hkcstring>idlechairsitting</hkcstring> <hkcstring>CullFurnitureBone</hkcstring> <hkcstring>ExitToStand</hkcstring> <hkcstring>idleChairGetUp</hkcstring> <hkcstring>enableCharacterPitch</hkcstring> <hkcstring>animatedCameraDelta</hkcstring> <hkcstring>animatedCameraEnd</hkcstring> <hkcstring>initiateEndCharge</hkcstring> <hkcstring>boltChargeStart</hkcstring> <hkcstring>boltChargeStartSlave</hkcstring> <hkcstring>dyn_IdleWithinWeapon</hkcstring> <hkcstring>initiateStartCharge</hkcstring> <hkcstring>reloadStartSlaveLoop</hkcstring> <hkcstring>DeactivateRelaxedStateStart_EDM</hkcstring> <hkcstring>DeactivateReadyStateStart_EDM</hkcstring> <hkcstring>vatsSpinningState</hkcstring> <hkcstring>vatsChargeUpSlave</hkcstring> <hkcstring>vatsSpinningStartSlave</hkcstring> <hkcstring>vatsChargeUp</hkcstring> <hkcstring>vatsSpinningStart</hkcstring> <hkcstring>recoil</hkcstring> <hkcstring>attackStartFiringFromCharge</hkcstring> <hkcstring>vatsForceDefault</hkcstring> <hkcstring>grenadeThrowStartOver</hkcstring> <hkcstring>JumpFullBody</hkcstring> <hkcstring>JumpPartialBody</hkcstring> <hkcstring>attackStartChargingHold</hkcstring> <hkcstring>attackStartChargingHoldSlave</hkcstring> <hkcstring>slaveEnd</hkcstring> <hkcstring>attackReleaseChargingHold</hkcstring> <hkcstring>WPNStumbleBackwardDeath</hkcstring> <hkcstring>WPNDeathAnimHitLocation</hkcstring> <hkcstring>WPNDeathAnimMelee</hkcstring> <hkcstring>WPNShotgunChestAnim</hkcstring> <hkcstring>staggerForwardMedium</hkcstring> <hkcstring>CBTTransitionOutWalkSneak</hkcstring> <hkcstring>CBTTransitionInWalkSneak</hkcstring> <hkcstring>CBTTransitionOutRunSneak</hkcstring> <hkcstring>CBTTransitionInRunSneak</hkcstring> <hkcstring>StaggerExitAnimationDriven</hkcstring> <hkcstring>coverReloadAssembly</hkcstring> <hkcstring>shuffleForwardLeft</hkcstring> <hkcstring>shuffleForwardRight</hkcstring> <hkcstring>shuffleLeft</hkcstring> <hkcstring>shuffleRight</hkcstring> <hkcstring>shuffleBackwardLeft</hkcstring> <hkcstring>shuffleBackwardRight</hkcstring> <hkcstring>shuffleBackward_Alt1</hkcstring> <hkcstring>shuffleForward_Alt1</hkcstring> <hkcstring>shuffleForwardRight_Alt1</hkcstring> <hkcstring>shuffleRight_Alt1</hkcstring> <hkcstring>to BerserkEnter.hkt</hkcstring> <hkcstring>BerserkEnter.hkt to WeaponRoot</hkcstring> <hkcstring>shuffleBlendOut</hkcstring> <hkcstring>dodgeEnd</hkcstring> <hkcstring>dodgeLeft_Alt1</hkcstring> <hkcstring>dodgeAvoidLeft</hkcstring> <hkcstring>dodgeAvoidRight</hkcstring> <hkcstring>dodgeAvoidLeft_Alt1</hkcstring> <hkcstring>dodgeAvoidRight_Alt1</hkcstring> <hkcstring>ClearDirectAtPose</hkcstring> <hkcstring>WeaponDynamicPathingIdle</hkcstring> <hkcstring>WeaponDynamicPathingIdleForceAnimDriven</hkcstring> <hkcstring>CBTTransitionInWalkCover</hkcstring> <hkcstring>CBTTransitionOutWalkCover</hkcstring> <hkcstring>dodgeCover</hkcstring> <hkcstring>WeaponDynamicPathingIdleLowerBody</hkcstring> <hkcstring>jumpStartFullbody</hkcstring> <hkcstring>jumpFallFullbody</hkcstring> <hkcstring>PairedState to WeaponRoot</hkcstring> <hkcstring>jumpStateExit</hkcstring> <hkcstring>jumpStateEnter</hkcstring> <hkcstring>JumpLayerOff</hkcstring> <hkcstring>JumpLayerOn</hkcstring> <hkcstring>AlertStateStart</hkcstring> <hkcstring>alertState</hkcstring> <hkcstring>DeactivateAlertStateStart_EDM</hkcstring> <hkcstring>CaptureDirectAtPose_ReadyState</hkcstring> <hkcstring>CaptureDirectAtPose_SneakState</hkcstring> <hkcstring>OverrideLowerBodyFadeIn</hkcstring> <hkcstring>OverrideLowerBodyFadeOut</hkcstring> <hkcstring>meleeAttackGunSynth</hkcstring> <hkcstring>enterCoverSneak</hkcstring> <hkcstring>enterCoverEnd</hkcstring> <hkcstring>rifleSightedStartOverLow</hkcstring> <hkcstring>grenadeThrowStartOverLow</hkcstring> <hkcstring>InjuredDownReloadStart</hkcstring> <hkcstring>animationDrivenEnd</hkcstring> <hkcstring>vaultEnd</hkcstring> <hkcstring>EjectShellCasing</hkcstring> <hkcstring>hitReactionLegsCriticalStop</hkcstring> <hkcstring>JumpLayerUpperBodyOn</hkcstring> <hkcstring>JumpLayerUpperBodyOff</hkcstring> <hkcstring>meleeAttackShredder</hkcstring> <hkcstring>EnableLeftHandIK</hkcstring> <hkcstring>weaponFireEffect</hkcstring> <hkcstring>Debug_DynClip</hkcstring> <hkcstring>Debug_DynClipMirrored</hkcstring> <hkcstring>_On</hkcstring> <hkcstring>_Off</hkcstring> <hkcstring>WPNAssemblyLeft</hkcstring> <hkcstring>meleeAttackBayonet</hkcstring> <hkcstring>InjuredDownBoltChargeStart</hkcstring> <hkcstring>stopFloating</hkcstring> <hkcstring>startFloating</hkcstring> <hkcstring>TurnLeftSlow</hkcstring> <hkcstring>TurnLeftFast</hkcstring> <hkcstring>TurnRightSlow</hkcstring> <hkcstring>TurnRightFast</hkcstring> <hkcstring>reset</hkcstring> <hkcstring>sitStartFromStand</hkcstring> <hkcstring>sitStartLeftFromWalk</hkcstring> <hkcstring>sitStartRearFromWalk</hkcstring> <hkcstring>sitStartRightFromWalk</hkcstring> <hkcstring>sitStop</hkcstring> <hkcstring>standStart</hkcstring> <hkcstring>walkStartRear</hkcstring> <hkcstring>walkStartLeft</hkcstring> <hkcstring>walkStartRight</hkcstring> <hkcstring>SyncCycleEnd</hkcstring> <hkcstring>g_IdleSitInstant</hkcstring> <hkcstring>syncIdleStart</hkcstring> <hkcstring>syncIdleStop</hkcstring> <hkcstring>g_IdleSitting</hkcstring> <hkcstring>startSyncIdle00</hkcstring> <hkcstring>startSyncIdle01</hkcstring> <hkcstring>sitStartFrontFromWalk</hkcstring> <hkcstring>walkStartForward</hkcstring> <hkcstring>fillingRed</hkcstring> <hkcstring>CharFXOff</hkcstring> <hkcstring>CharFXOn</hkcstring> <hkcstring>runStartLeft</hkcstring> <hkcstring>runStartRight</hkcstring> <hkcstring>runStartRear</hkcstring> <hkcstring>sitStartLeftFromStand</hkcstring> <hkcstring>sitStartRightFromStand</hkcstring> <hkcstring>standStartLeft</hkcstring> <hkcstring>standStartRight</hkcstring> <hkcstring>On</hkcstring> <hkcstring>Off</hkcstring> <hkcstring>PlayerTerminalEnter</hkcstring> <hkcstring>PlayerTerminalExit</hkcstring> <hkcstring>NifExit</hkcstring> <hkcstring>DisablePACameraAdd</hkcstring> <hkcstring>EnablePACameraAdd</hkcstring> <hkcstring>bRenderFirstPersonInWorld</hkcstring> <hkcstring>RenderFirstPersonInWorldStart</hkcstring> <hkcstring>RenderFirstPersonInWorldStop</hkcstring> <hkcstring>furnitureEnterSlave</hkcstring> <hkcstring>furnitureIdleSlave</hkcstring> <hkcstring>furnitureExitSlave</hkcstring> <hkcstring>furnitureEnterSlavePA</hkcstring> <hkcstring>furnitureIdleSlavePA</hkcstring> <hkcstring>testBigBoy</hkcstring> <hkcstring>furnitureDeath</hkcstring> <hkcstring>FootFront</hkcstring> <hkcstring>FootBack</hkcstring> <hkcstring>sitStartFromStandCombat</hkcstring> <hkcstring>standStartCombat</hkcstring> <hkcstring>DynamicAnimationExit</hkcstring> <hkcstring>QuickExitToStand</hkcstring> <hkcstring>startSwanExit</hkcstring> <hkcstring>startSwanSplashOut</hkcstring> <hkcstring>AnimObjUnequipAlt</hkcstring> <hkcstring>sitStartFromStandInstant</hkcstring> <hkcstring>BlockPOVSwitchStart</hkcstring> <hkcstring>BlockPOVSwitchStop</hkcstring> <hkcstring>QuickExitTriggerStart</hkcstring> <hkcstring>DesyncInteraction</hkcstring> <hkcstring>standStartDelayedExit</hkcstring> <hkcstring>standStartRight_Delayed</hkcstring> <hkcstring>standStartLeft_Delayed</hkcstring> <hkcstring>bBlockPipboyStart</hkcstring> <hkcstring>bBlockPipboyStop</hkcstring> <hkcstring>SoundPlayAt</hkcstring> <hkcstring>pipboyLightOn</hkcstring> <hkcstring>pipboyLightOff</hkcstring> <hkcstring>PathTweenerRotateEnd</hkcstring> <hkcstring>PathTweenerRotateStart</hkcstring> <hkcstring>Open</hkcstring> <hkcstring>Close</hkcstring> <hkcstring>exitDynamicAnim</hkcstring> <hkcstring>StopAnimatedCamera</hkcstring> <hkcstring>Play01</hkcstring> <hkcstring>idleBedGetUp</hkcstring> <hkcstring>FootDown</hkcstring> <hkcstring>GantryExit01</hkcstring> <hkcstring>ChargenSkeletonReset</hkcstring> <hkcstring>QuickExitToStandLeft</hkcstring> <hkcstring>QuickExitToStandRight</hkcstring> <hkcstring>Stage01</hkcstring> <hkcstring>Stage02</hkcstring> <hkcstring>Stage03</hkcstring> <hkcstring>Stage04</hkcstring> <hkcstring>Stage05</hkcstring> <hkcstring>Stage06</hkcstring> <hkcstring>Stage07</hkcstring> <hkcstring>Stage08</hkcstring> <hkcstring>Stage09</hkcstring> <hkcstring>Stage10</hkcstring> <hkcstring>Stage11</hkcstring> <hkcstring>Stage12</hkcstring> <hkcstring>Stage13</hkcstring> <hkcstring>Stage14</hkcstring> <hkcstring>Stage15</hkcstring> <hkcstring>Stage16</hkcstring> <hkcstring>Stage17</hkcstring> <hkcstring>AmbushExit</hkcstring> <hkcstring>AmbushEnter</hkcstring> <hkcstring>idleBedSleeping</hkcstring> <hkcstring>activateStartFromStand</hkcstring> <hkcstring>AnimObjectLoad</hkcstring> <hkcstring>AnimObjectDraw</hkcstring> <hkcstring>idleChairSittingNoPerspectiveSwitch</hkcstring> <hkcstring>pipboyClamp</hkcstring> <hkcstring>PipboyDustWipe</hkcstring> <hkcstring>BootUp</hkcstring> <hkcstring>pipboyIdleRoot</hkcstring> <hkcstring>activateStartNoBlend</hkcstring> <hkcstring>bAdjust1stPersonFOV_True</hkcstring> <hkcstring>bAdjust1stPersonFOV_False</hkcstring> <hkcstring>pipboyVaultConsole</hkcstring> <hkcstring>UncullFurnitureBone</hkcstring> <hkcstring>GroundPunch01</hkcstring> <hkcstring>GroundPunch02</hkcstring> <hkcstring>GroundPunch03</hkcstring> <hkcstring>DisableMarker</hkcstring> <hkcstring>Play02</hkcstring> <hkcstring>activateKellogDoor</hkcstring> <hkcstring>test</hkcstring> <hkcstring>turretRemove</hkcstring> <hkcstring>removingTurret</hkcstring> <hkcstring>addTurretToInventory</hkcstring> <hkcstring>_null</hkcstring> <hkcstring>LayerOn_CameraNoise</hkcstring> <hkcstring>LayerOff_CameraNoise</hkcstring> <hkcstring>To_TurretAimWithCameraNoise</hkcstring> <hkcstring>dyn_Flavor</hkcstring> <hkcstring>Event00</hkcstring> <hkcstring>furnitureIdleFlavor1Slave</hkcstring> <hkcstring>furnitureIdleFlavorSlave</hkcstring> <hkcstring>SoundAnimationEnd</hkcstring> <hkcstring>CameraZoomIn</hkcstring> <hkcstring>ToggleFurnitureCamera</hkcstring> <hkcstring>BodyCameraEnter</hkcstring> <hkcstring>BodyCameraExit</hkcstring> <hkcstring>testOn</hkcstring> <hkcstring>testOff</hkcstring> <hkcstring>Stop</hkcstring> <hkcstring>TurnClockwise</hkcstring> <hkcstring>TurnCounterClockwise</hkcstring> <hkcstring>Fire</hkcstring> <hkcstring>ActivateIsInFlavor</hkcstring> <hkcstring>DeactivateIsInFlavor</hkcstring> <hkcstring>ActivateAnimObjUnequip</hkcstring> <hkcstring>PlayFlavorSequence</hkcstring> <hkcstring>furnitureFlavor1Slave</hkcstring> <hkcstring>furnitureEnter</hkcstring> <hkcstring>furnitureIdleFlavor2Slave</hkcstring> <hkcstring>furnitureExit</hkcstring> <hkcstring>dlg_neutral</hkcstring> <hkcstring>g_archetypeDialogueStateStart</hkcstring> <hkcstring>Pose_to_PoseB</hkcstring> <hkcstring>Pose_to_PoseA</hkcstring> <hkcstring>CharFXOffWild</hkcstring> <hkcstring>Flavor1</hkcstring> <hkcstring>dyn_NoInterrupt_Manual</hkcstring> <hkcstring>InstantExitClip</hkcstring> <hkcstring>cigOn</hkcstring> <hkcstring>cigLight</hkcstring> <hkcstring>cigDrag</hkcstring> <hkcstring>cigOff</hkcstring> <hkcstring>matOn</hkcstring> <hkcstring>matStrike</hkcstring> <hkcstring>matOff</hkcstring> <hkcstring>dyn_talkGeneric</hkcstring> <hkcstring>idleLoopingStart</hkcstring> <hkcstring>idleLoopingExit</hkcstring> <hkcstring>dyn_ProcessAll_idle</hkcstring> <hkcstring>Pose_to_PoseC</hkcstring> <hkcstring>Pose_to_PoseD</hkcstring> <hkcstring>FemaleAtMirror</hkcstring> <hkcstring>MaleAtMirror</hkcstring> <hkcstring>Pose_to_PoseE</hkcstring> <hkcstring>Pose_to_PoseF</hkcstring> <hkcstring>BodyCameraEnte</hkcstring> <hkcstring>dyn_FlavorLooping</hkcstring> <hkcstring>LoopCounter</hkcstring> <hkcstring>idleReadingStart</hkcstring> <hkcstring>idleReadingStop</hkcstring> <hkcstring>FurnitureDoneReading</hkcstring> <hkcstring>RandomClipStart</hkcstring> <hkcstring>Talk01</hkcstring> <hkcstring>Talk02</hkcstring> <hkcstring>Talk03</hkcstring> <hkcstring>Talk04</hkcstring> <hkcstring>Talk05</hkcstring> <hkcstring>Talk06</hkcstring> <hkcstring>Talk07</hkcstring> <hkcstring>Talk08</hkcstring> <hkcstring>Talk09</hkcstring> <hkcstring>Talk10</hkcstring> <hkcstring>Talk11</hkcstring> <hkcstring>Talk12</hkcstring> <hkcstring>DoNotInterrupt</hkcstring> <hkcstring>Talk13</hkcstring> <hkcstring>Talk14</hkcstring> <hkcstring>Talk15</hkcstring> <hkcstring>HandFXOpen</hkcstring> <hkcstring>HandFXClose</hkcstring> <hkcstring>HandFXOpenLeft</hkcstring> <hkcstring>HandFXOpenRight</hkcstring> <hkcstring>HandFXCloseLeft</hkcstring> <hkcstring>HandFXCloseRight</hkcstring> <hkcstring>to_IdleLoop</hkcstring> <hkcstring>Stage18</hkcstring> <hkcstring>Stage19</hkcstring> <hkcstring>Stage20</hkcstring> <hkcstring>muzzleFlash</hkcstring> <hkcstring>pa_PairedBlockPunchCounterVictim</hkcstring> <hkcstring>pa_PairedFrontBodySlamVictim</hkcstring> <hkcstring>pa_PairedFrontPushKickVictim</hkcstring> <hkcstring>pa_PairedLegPullTakeDownVictim</hkcstring> <hkcstring>pa_PairedUpperCutCounterPunchVictim</hkcstring> <hkcstring>pa_PairedPushFromFrontVictim</hkcstring> <hkcstring>pa_PairedGrabPunchSwingThrowVictim</hkcstring> <hkcstring>pa_PairedDuckHookCounterVictim</hkcstring> <hkcstring>pa_PairedKill1HMSlashKneeAndNeckVictim</hkcstring> <hkcstring>pa_PairedKillTacklePunchToDeathVictim</hkcstring> <hkcstring>pa_PairedKill2HMBashKneeAndHeadVictim</hkcstring> <hkcstring>pa_PairedDogmeatHumanGreetPetKneel</hkcstring> <hkcstring>pa_PairedKill1HMStabStomachForward</hkcstring> <hkcstring>pa_PairedKill1HMStabStomachForwardVictim</hkcstring> <hkcstring>KnockDown</hkcstring> <hkcstring>pa_PairedRifleGunButt</hkcstring> <hkcstring>pa_PairedRifleGunButtVictim</hkcstring> <hkcstring>pa_PairedDogmeatHumanInspectObject</hkcstring> <hkcstring>pa_PairedKill1HMBlunt2Hits</hkcstring> <hkcstring>pa_PairedKill1HMBlunt2HitsVictim</hkcstring> <hkcstring>pa_PairedKill1HMRipperSlice</hkcstring> <hkcstring>pa_PairedKill1HMRipperSliceVictim</hkcstring> <hkcstring>pa_PairedKill1HMRipperStabStomach</hkcstring> <hkcstring>pa_PairedKill1HMRipperStabStomachVictim</hkcstring> <hkcstring>pa_PairedKillDeathclawGauntletStabStomach</hkcstring> <hkcstring>pa_PairedKillDeathclawGauntletStabStomachVictim</hkcstring> <hkcstring>pa_PairedKillDeathclawGauntletUppercut</hkcstring> <hkcstring>pa_PairedKillDeathclawGauntletUppercutVictim</hkcstring> <hkcstring>pa_PairedKill1HMSneakStabNeck</hkcstring> <hkcstring>pa_PairedKill1HMSneakStabNeckVictim</hkcstring> <hkcstring>pa_PairedKill1HMSneakStabSide</hkcstring> <hkcstring>pa_PairedKill1HMSneakStabSideVictim</hkcstring> <hkcstring>pa_PairedKill1HMStabNeck</hkcstring> <hkcstring>pa_PairedKill1HMStabNeckVictim</hkcstring> <hkcstring>pa_PairedKillPowerFistPunch</hkcstring> <hkcstring>pa_PairedKillPowerFistPunchVictim</hkcstring> <hkcstring>pa_PairedKill2HMStabUp</hkcstring> <hkcstring>pa_PairedKill2HMStabUpVictim</hkcstring> <hkcstring>pa_PairedKillH2HSuplex</hkcstring> <hkcstring>pa_VictimPairedKillH2HSuplex</hkcstring> <hkcstring>pa_PairedKillH2HFrontChoke</hkcstring> <hkcstring>pa_PairedKillH2HFrontChokeVictim</hkcstring> <hkcstring>pa_PairedKill2HMSwingKill</hkcstring> <hkcstring>pa_PairedKill2HMSwingKillVictim</hkcstring> <hkcstring>pa_PairedKillH2HNeckBreakFromBehind</hkcstring> <hkcstring>pa_PairedKillH2HNeckBreakFromBehindVictim</hkcstring> <hkcstring>pa_PairedKill1HMSneakBluntSwing</hkcstring> <hkcstring>pa_PairedKill1HMSneakBluntSwingVictim</hkcstring> <hkcstring>pa_PairedKill2HMLegSwingKill</hkcstring> <hkcstring>pa_PairedKill2HMLegSwingKillVictim</hkcstring> <hkcstring>pa_PairedRifleBayonetteStab</hkcstring> <hkcstring>pa_PairedRifleBayonetteStabVictim</hkcstring> <hkcstring>pa_PairedKill2HMBashSideOfBody</hkcstring> <hkcstring>pa_PairedKill2HMBashSideOfBodyVictim</hkcstring> <hkcstring>pa_PairedKill2HMStabForward</hkcstring> <hkcstring>pa_PairedKill2HMStabForwardVictim</hkcstring> <hkcstring>pa_PairedKillH2HEvadeJabCrossCounter</hkcstring> <hkcstring>pa_PairedKillH2HEvadeJabCrossCounterVictim</hkcstring> <hkcstring>pa_PairedKillH2HJudoThrowNeckBreak</hkcstring> <hkcstring>pa_PairedKillH2HJudoThrowNeckBreakVictim</hkcstring> <hkcstring>pa_PairedKillH2HPickUpHeadStomp</hkcstring> <hkcstring>pa_PairedKillH2HPickUpHeadStompVictim</hkcstring> <hkcstring>pa_PairedKillH2HSlipCrossCounter</hkcstring> <hkcstring>pa_PairedKillH2HSlipCrossCounterVictim</hkcstring> <hkcstring>pa_PairedKillH2H3Hits</hkcstring> <hkcstring>pa_PairedKillH2H3HitsVictim</hkcstring> <hkcstring>pa_PairedKillH2HSlideTackle</hkcstring> <hkcstring>pa_PairedKillH2HSlideTackleVictim</hkcstring> <hkcstring>pa_PairedNPCBodySlam</hkcstring> <hkcstring>pa_PairedNPCBodySlamVictim</hkcstring> <hkcstring>pa_KillMoveDeathclawRaiderPickUpSlam</hkcstring> <hkcstring>pa_KillMoveDeathclawRaiderStabRip</hkcstring> <hkcstring>pa_KillMoveDeathclawRaiderStabThrow</hkcstring> <hkcstring>pa_KillMoveFeralGhoulBiteNPC</hkcstring> <hkcstring>pa_PairedFeralGhoulBiteNPCNeckVictim</hkcstring> <hkcstring>pa_PairedKillAssaultronTakeDownHeadLaser_Victim</hkcstring> <hkcstring>pa_PairedKillAssaultronLiftStab_Victim</hkcstring> <hkcstring>pa_PairedDogmeatBiteHumanLeg1</hkcstring> <hkcstring>pa_PairedDogmeatBiteHumanLeg2</hkcstring> <hkcstring>pa_PairedKillAssaultronTakeDownStab_Victim</hkcstring> <hkcstring>pa_PairedKillAssaultronLiftHeadLaser_Victim</hkcstring> <hkcstring>pa_PairedTacklePunch</hkcstring> <hkcstring>pa_PairedTacklePunchVictim</hkcstring> <hkcstring>pa_PairedKillMQ302DanseDeath</hkcstring> <hkcstring>pa_PairedKillMQ302DanseDeathVictim</hkcstring> <hkcstring>pa_PairedMS13PaulFight</hkcstring> <hkcstring>pa_PairedMS13PaulFightVictim</hkcstring> <hkcstring>pa_PairedKillSneakPistolHit</hkcstring> <hkcstring>pa_PairedKillSneakPistolHitVictim</hkcstring> <hkcstring>pa_PairedKillSneakRifleHit</hkcstring> <hkcstring>pa_PairedKillSneakRifleHitVictim</hkcstring> <hkcstring>pa_PairedH2HJabJabCross</hkcstring> <hkcstring>pa_PairedH2HJabJabCrossVictim</hkcstring> <hkcstring>pa_PairedH2HLegKick</hkcstring> <hkcstring>pa_PairedH2HLegKickVictim</hkcstring> <hkcstring>pa_MHunterStrike3rdP01_Victim</hkcstring> <hkcstring>pa_PairedFEVHoundHumanKill3rdP</hkcstring> <hkcstring>pa_RadscorpionStrike3rdP_HumanLead</hkcstring> <hkcstring>pa_PairedBrahminHumanPet</hkcstring> <hkcstring>pa_PairedKillPistolBash</hkcstring> <hkcstring>pa_PairedKillPistolBashVictim</hkcstring> <hkcstring>pa_DeathclawPAGrabThrow_Victim</hkcstring> <hkcstring>pa_DeathclawPAPushDownSwipe3rdPVictim</hkcstring> <hkcstring>PairedEnd</hkcstring> <hkcstring>HeadExplode</hkcstring> <hkcstring>pa_PairedKillDLC01WeaponKill01</hkcstring> <hkcstring>pa_PairedKillDLC01WeaponKill01Victim</hkcstring> <hkcstring>pa_PairedKill1stP1hmThroatSlashVictim</hkcstring> <hkcstring>pa_PairedKill2hmOverhead</hkcstring> <hkcstring>pa_PairedKill2hmOverheadVictim</hkcstring> <hkcstring>pa_PairedKill1hmThroatSlash</hkcstring> <hkcstring>pa_PairedKill1hmThroatSlashVictim</hkcstring> <hkcstring>pa_PairedKillH2HKneeSmash</hkcstring> <hkcstring>pa_PairedKillH2HKneeSmashVictim</hkcstring> <hkcstring>pa_PairedKillH2HSuperMan</hkcstring> <hkcstring>pa_PairedKillH2HSuperManVictim</hkcstring> <hkcstring>pa_PairedKill1hmShortShank_Victim</hkcstring> <hkcstring>pa_PairedKill1hmShortShank</hkcstring> <hkcstring>pa_PairedKillH2HUpperCut</hkcstring> <hkcstring>pa_PairedKillH2HUpperCutVictim</hkcstring> <hkcstring>staggerBackSmallBlend</hkcstring> <hkcstring>staggerBlendTransition</hkcstring> <hkcstring>staggerBackMediumBlend</hkcstring> <hkcstring>staggerBlended</hkcstring> </hkparam> <hkparam name="attributeNames" numelements="0"/> <hkparam name="variableNames" numelements="299"> <hkcstring>fSpeedWalk</hkcstring> <hkcstring>fSpeedRun</hkcstring> <hkcstring>Direction</hkcstring> <hkcstring>iSyncIdleLocomotion</hkcstring> <hkcstring>CamPitchForward</hkcstring> <hkcstring>CamPitchBackward</hkcstring> <hkcstring>SpineTwist</hkcstring> <hkcstring>CamRoll</hkcstring> <hkcstring>iState</hkcstring> <hkcstring>IsFirstPerson</hkcstring> <hkcstring>m_bEnablePitchTwistModifier</hkcstring> <hkcstring>PitchOffset</hkcstring> <hkcstring>iState_NPCDefault</hkcstring> <hkcstring>CamPitch</hkcstring> <hkcstring>CamPitchDamped</hkcstring> <hkcstring>CamRollDamped</hkcstring> <hkcstring>damper_kP</hkcstring> <hkcstring>damper_kI</hkcstring> <hkcstring>damper_kD</hkcstring> <hkcstring>SpineTwistDamped</hkcstring> <hkcstring>test</hkcstring> <hkcstring>Pitch</hkcstring> <hkcstring>iSyncSprintState</hkcstring> <hkcstring>IsSprinting</hkcstring> <hkcstring>TurnDelta</hkcstring> <hkcstring>fTest</hkcstring> <hkcstring>fDampenTwist</hkcstring> <hkcstring>speedDamped</hkcstring> <hkcstring>isFiring</hkcstring> <hkcstring>fDampenSighted</hkcstring> <hkcstring>fTest3</hkcstring> <hkcstring>isReloading</hkcstring> <hkcstring>fTurnDeltaSpeedLimited</hkcstring> <hkcstring>iState_NPCSighted</hkcstring> <hkcstring>fTurnDeltaSpeedLimit</hkcstring> <hkcstring>TurnDeltaSpeedLimitedDampened</hkcstring> <hkcstring>iAttackState</hkcstring> <hkcstring>IsAttackReady</hkcstring> <hkcstring>PitchDelta</hkcstring> <hkcstring>TurnDeltaSmoothed</hkcstring> <hkcstring>PitchDeltaSmoothed</hkcstring> <hkcstring>TurnDeltaDamped</hkcstring> <hkcstring>DirectionDamped</hkcstring> <hkcstring>PitchDeltaDamped</hkcstring> <hkcstring>TurnDeltaSmoothedDamped</hkcstring> <hkcstring>PitchDeltaSmoothedDamped</hkcstring> <hkcstring>bAnimationDriven</hkcstring> <hkcstring>isAttackNotReady</hkcstring> <hkcstring>VelocityZ</hkcstring> <hkcstring>DirectionSmoothed</hkcstring> <hkcstring>AimStability</hkcstring> <hkcstring>iIsInSneak</hkcstring> <hkcstring>isJumping</hkcstring> <hkcstring>bAllowRotation</hkcstring> <hkcstring>Speed</hkcstring> <hkcstring>bEquipOk</hkcstring> <hkcstring>forceDirectionVector</hkcstring> <hkcstring>camerafromx</hkcstring> <hkcstring>camerafromy</hkcstring> <hkcstring>camerafromz</hkcstring> <hkcstring>LookAtOutsideLimit</hkcstring> <hkcstring>AimHeadingMax</hkcstring> <hkcstring>AimPitchMax</hkcstring> <hkcstring>BowAimOffsetHeading</hkcstring> <hkcstring>BowAimOffsetPitch</hkcstring> <hkcstring>bAimActive</hkcstring> <hkcstring>AimHeadingCurrent</hkcstring> <hkcstring>AimPitchCurrent</hkcstring> <hkcstring>IsNPC</hkcstring> <hkcstring>bHeadTrackingOn</hkcstring> <hkcstring>bHeadTrackingOff</hkcstring> <hkcstring>SampledSpeed</hkcstring> <hkcstring>iSyncTurnState</hkcstring> <hkcstring>isLevitating</hkcstring> <hkcstring>bFailMoveStart</hkcstring> <hkcstring>bIsSynced</hkcstring> <hkcstring>bDelayMoveStart</hkcstring> <hkcstring>bVoiceReady</hkcstring> <hkcstring>FootIKDisable</hkcstring> <hkcstring>bInJumpState</hkcstring> <hkcstring>bWantCastVoice</hkcstring> <hkcstring>IsStaggering</hkcstring> <hkcstring>staggerMagnitude</hkcstring> <hkcstring>iGetUpType</hkcstring> <hkcstring>iSyncFireState</hkcstring> <hkcstring>IsSneaking</hkcstring> <hkcstring>isMirrored</hkcstring> <hkcstring>iSyncRunDirection</hkcstring> <hkcstring>fTimeStep</hkcstring> <hkcstring>SpineXTwist</hkcstring> <hkcstring>SpineYTwist</hkcstring> <hkcstring>SpineZTwist</hkcstring> <hkcstring>fSpineTwistGain</hkcstring> <hkcstring>fSpineTwistGainAdj</hkcstring> <hkcstring>HeadZTwist</hkcstring> <hkcstring>HeadYTwist</hkcstring> <hkcstring>HeadXTwist</hkcstring> <hkcstring>fHeadTwistGain</hkcstring> <hkcstring>fHeadTwistGainAdj</hkcstring> <hkcstring>fStumbleTimerThreshold</hkcstring> <hkcstring>fStumbleSpeedStopThreshold</hkcstring> <hkcstring>fStumbleDir</hkcstring> <hkcstring>fStumbleDirDeltaStopThreshold</hkcstring> <hkcstring>cHitReactionDir</hkcstring> <hkcstring>cHitReactionBodyPart</hkcstring> <hkcstring>iState_Raider_Stumble_Rifle</hkcstring> <hkcstring>bNotHeadTrack</hkcstring> <hkcstring>bShouldAimHeadTrack</hkcstring> <hkcstring>bSupportedDeathAnim</hkcstring> <hkcstring>bCCSupport</hkcstring> <hkcstring>bCCOnStairs</hkcstring> <hkcstring>fMaxForce</hkcstring> <hkcstring>bAllowHeadTracking</hkcstring> <hkcstring>bGraphDriven</hkcstring> <hkcstring>bGraphDrivenTranslation</hkcstring> <hkcstring>bGraphDrivenRotation</hkcstring> <hkcstring>bGraphMotionIsAdditive</hkcstring> <hkcstring>bShouldBeDrawn</hkcstring> <hkcstring>iState_NPCSneaking</hkcstring> <hkcstring>Pose</hkcstring> <hkcstring>LookAtSpine2_LimitAngleDeg</hkcstring> <hkcstring>LookAtSpine2_OnGain</hkcstring> <hkcstring>LookAtSpine2_OffGain</hkcstring> <hkcstring>LookAtSpine2_OnLeadIn</hkcstring> <hkcstring>LookAtSpine2_OffLeadIn</hkcstring> <hkcstring>LookAtSpine2_Enabled</hkcstring> <hkcstring>LookAtSpine2_FwdAxisLS</hkcstring> <hkcstring>LookAtChest_FwdAxisLS</hkcstring> <hkcstring>LookAtChest_LimitAngleDeg</hkcstring> <hkcstring>LookAtChest_OnGain</hkcstring> <hkcstring>LookAtChest_OffGain</hkcstring> <hkcstring>LookAtChest_OnLeadIn</hkcstring> <hkcstring>LookAtChest_OffLeadIn</hkcstring> <hkcstring>LookAtChest_Enabled</hkcstring> <hkcstring>LookAtNeck_FwdAxisLS</hkcstring> <hkcstring>LookAtNeck_LimitAngleDeg</hkcstring> <hkcstring>LookAtNeck_OnGain</hkcstring> <hkcstring>LookAtNeck_OffGain</hkcstring> <hkcstring>LookAtNeck_OnLeadIn</hkcstring> <hkcstring>LookAtNeck_OffLeadIn</hkcstring> <hkcstring>LookAtNeck_Enabled</hkcstring> <hkcstring>LookAtHead_FwdAxisLS</hkcstring> <hkcstring>LookAtHead_LimitAngleDeg</hkcstring> <hkcstring>LookAtHead_OnGain</hkcstring> <hkcstring>LookAtHead_OffGain</hkcstring> <hkcstring>LookAtHead_OnLeadIn</hkcstring> <hkcstring>LookAtHead_OffLeadIn</hkcstring> <hkcstring>LookAtHead_Enabled</hkcstring> <hkcstring>LookAtLimitAngleDeg</hkcstring> <hkcstring>LookAtLimitAngleThresholdDeg</hkcstring> <hkcstring>LookAtOnGain</hkcstring> <hkcstring>LookAtOffGain</hkcstring> <hkcstring>LookAtOnLeadIn</hkcstring> <hkcstring>LookAtOffLeadIn</hkcstring> <hkcstring>LookAtUseBoneGains</hkcstring> <hkcstring>LookAtAdditive</hkcstring> <hkcstring>LookAtOutOfRange</hkcstring> <hkcstring>LookAtAdditiveClamp</hkcstring> <hkcstring>LookAtUseIndividualLimits</hkcstring> <hkcstring>LookAtHead_LimitAngleDegVert</hkcstring> <hkcstring>LookAtNeck_LimitAngleDegVert</hkcstring> <hkcstring>LookAtChest_LimitAngleDegVert</hkcstring> <hkcstring>LookAtSpine2_LimitAngleDegVert</hkcstring> <hkcstring>iState_PlayerDefault</hkcstring> <hkcstring>LookAt_RotateBoneAboutAxis</hkcstring> <hkcstring>iState_NPCSneakingScreenspace</hkcstring> <hkcstring>iState_NPCScreenspace</hkcstring> <hkcstring>iState_NPCMelee</hkcstring> <hkcstring>m_errorOutTranslation</hkcstring> <hkcstring>m_alignWithGroundRotation</hkcstring> <hkcstring>m_worldFromModelFeedbackGain</hkcstring> <hkcstring>bGraphWantsFootIK</hkcstring> <hkcstring>bClampAdditive</hkcstring> <hkcstring>fik_OnOffGain</hkcstring> <hkcstring>fik_GroundAscendingGain</hkcstring> <hkcstring>fik_GroundDescendingGain</hkcstring> <hkcstring>fik_FootPlantedGain</hkcstring> <hkcstring>fik_FootRaisedGain</hkcstring> <hkcstring>fik_FootUnlockGain</hkcstring> <hkcstring>fik_ErrorUpDownBias</hkcstring> <hkcstring>LookAtHead_LimitAngleVert_Dwn</hkcstring> <hkcstring>LookAtNeck_LimitAngleVert_Dwn</hkcstring> <hkcstring>bHumanoidFootIKDisable</hkcstring> <hkcstring>BoolVariable</hkcstring> <hkcstring>IsPlayer</hkcstring> <hkcstring>iState_NPCGun</hkcstring> <hkcstring>bIsFemale</hkcstring> <hkcstring>fRagdollAnimAmount</hkcstring> <hkcstring>fHitReactionEndTimer</hkcstring> <hkcstring>iState_PlayerMelee</hkcstring> <hkcstring>iState_NPCFastWalk</hkcstring> <hkcstring>bBlockPipboy</hkcstring> <hkcstring>bFreezeSpeedUpdate</hkcstring> <hkcstring>bDoNotInterrupt</hkcstring> <hkcstring>bInLandingState</hkcstring> <hkcstring>bEnableRoot_IsActiveMod</hkcstring> <hkcstring>fRandomClipStartTimePercentage</hkcstring> <hkcstring>WalkSpeedMult</hkcstring> <hkcstring>JogSpeedMult</hkcstring> <hkcstring>RunSpeedMult</hkcstring> <hkcstring>iSyncLocomotionSpeed</hkcstring> <hkcstring>iControlsIdleSync</hkcstring> <hkcstring>bPathingInterruptibleIdle</hkcstring> <hkcstring>bBlockPOVSwitch</hkcstring> <hkcstring>iIsPlayer</hkcstring> <hkcstring>SpeedSmoothed</hkcstring> <hkcstring>testBlend</hkcstring> <hkcstring>LeftHandIKOn</hkcstring> <hkcstring>bIsThrowing</hkcstring> <hkcstring>iSyncWalkRun</hkcstring> <hkcstring>fIdleStopTime</hkcstring> <hkcstring>iSyncJumpState</hkcstring> <hkcstring>bTalkableWithItem</hkcstring> <hkcstring>Enable_bEquipOK</hkcstring> <hkcstring>iDynamicLoopStartState</hkcstring> <hkcstring>fBodyMorphOffset</hkcstring> <hkcstring>bIsInMT</hkcstring> <hkcstring>bManualGraphChange</hkcstring> <hkcstring>bFreezeRotationUpdate</hkcstring> <hkcstring>iPcapTalkGenerator</hkcstring> <hkcstring>DirectionDegrees</hkcstring> <hkcstring>iWantBlock</hkcstring> <hkcstring>iState_NPCBlocking</hkcstring> <hkcstring>iSyncForwardBackward</hkcstring> <hkcstring>IsBlocking</hkcstring> <hkcstring>fDirectAtSavedGain</hkcstring> <hkcstring>AimHeadingMaxCCW</hkcstring> <hkcstring>AimHeadingMaxCW</hkcstring> <hkcstring>iSyncForwardBackward00</hkcstring> <hkcstring>fPitchUpLimit</hkcstring> <hkcstring>fPitchDownLimit</hkcstring> <hkcstring>GunGripPointer</hkcstring> <hkcstring>bDisableIsAttackReady</hkcstring> <hkcstring>fLocomotionWalkPlaybackSpeed</hkcstring> <hkcstring>fLocomotionJogPlaybackSpeed</hkcstring> <hkcstring>fLocomotionRunPlaybackSpeed</hkcstring> <hkcstring>AimPitchMaxUp</hkcstring> <hkcstring>AimPitchMaxDown</hkcstring> <hkcstring>iLocomotionSpeedState</hkcstring> <hkcstring>bUseRifleReadyDirectAt</hkcstring> <hkcstring>iMeleeState</hkcstring> <hkcstring>TEMPIsPlayer</hkcstring> <hkcstring>bEquipOkIsActiveEnabled</hkcstring> <hkcstring>iSyncSneakWalkRun</hkcstring> <hkcstring>iSyncDirection</hkcstring> <hkcstring>fLocomotionSneakWalkPlaybackSpeed</hkcstring> <hkcstring>fLocomotionSneakRunPlaybackSpeed</hkcstring> <hkcstring>RightArmInjuredPowerFist</hkcstring> <hkcstring>weaponSpeedMult</hkcstring> <hkcstring>bIsSneaking</hkcstring> <hkcstring>fVaultDistance</hkcstring> <hkcstring>bDisableAttackReady</hkcstring> <hkcstring>bSyncDirection</hkcstring> <hkcstring>bActorMobilityNotFullyCrippled</hkcstring> <hkcstring>bRootRifleEquipOk</hkcstring> <hkcstring>bAnimateWeaponBones</hkcstring> <hkcstring>fVaultHeight</hkcstring> <hkcstring>bForceIdleStop</hkcstring> <hkcstring>iSyncShuffleState</hkcstring> <hkcstring>isSightedOver</hkcstring> <hkcstring>bPartialCover</hkcstring> <hkcstring>RightHandIKOn</hkcstring> <hkcstring>iSyncSightedState</hkcstring> <hkcstring>iWeaponChargeMode</hkcstring> <hkcstring>LeftHandIKControlsModifierActive</hkcstring> <hkcstring>reloadSpeedMult</hkcstring> <hkcstring>iSyncReadyAlertRelaxed</hkcstring> <hkcstring>_TestInt</hkcstring> <hkcstring>fLeftHandIKFadeOut</hkcstring> <hkcstring>fLeftHandIKTransformOnFraction</hkcstring> <hkcstring>bUseLeftHandIKDefaults</hkcstring> <hkcstring>iSyncGunDown</hkcstring> <hkcstring>iRifleDrawnStateID</hkcstring> <hkcstring>bAimEnabled</hkcstring> <hkcstring>bShuffleSighted2</hkcstring> <hkcstring>bShuffleSighted</hkcstring> <hkcstring>bAimCaptureEnabled</hkcstring> <hkcstring>Int32Variable00</hkcstring> <hkcstring>_Test</hkcstring> <hkcstring>_Test2</hkcstring> <hkcstring>GunGripPointer_Mirrored</hkcstring> <hkcstring>HandIKControlsDataActive</hkcstring> <hkcstring>HandIKControlsDataActive_Mirrored</hkcstring> <hkcstring>RifleDrawnCurrentState</hkcstring> <hkcstring>_TestBool</hkcstring> <hkcstring>CurrentJumpState</hkcstring> <hkcstring>bRenderFirstPersonInWorld</hkcstring> <hkcstring>bDisableSpineTracking</hkcstring> <hkcstring>bAdjust1stPersonFOV</hkcstring> <hkcstring>pipboyUp</hkcstring> <hkcstring>fControllerXSum</hkcstring> <hkcstring>fControllerYSum</hkcstring> <hkcstring>fPACameraAdd</hkcstring> <hkcstring>fTestVar</hkcstring> <hkcstring>fBodyCameraRotation</hkcstring> <hkcstring>fPlaybackMult</hkcstring> <hkcstring>bIsInFlavor</hkcstring> <hkcstring>iTalkGenerator</hkcstring> <hkcstring>staggerDirection</hkcstring> </hkparam> <hkparam name="characterPropertyNames" numelements="38"> <hkcstring>BothArmInjuredCharacterProperty</hkcstring> <hkcstring>LowerBodyFeatheredSpine</hkcstring> <hkcstring>UpperBodyFeatheredSpineWPN</hkcstring> <hkcstring>CameraOnly</hkcstring> <hkcstring>UpperBodyOnly</hkcstring> <hkcstring>UpperBodyFeatheredSpine</hkcstring> <hkcstring>ExcludeCamera</hkcstring> <hkcstring>LeftArmInjuredCharacterProperty</hkcstring> <hkcstring>RightArmInjuredCharacterProperty</hkcstring> <hkcstring>ArmsOnly</hkcstring> <hkcstring>WeaponBonesOnly</hkcstring> <hkcstring>FullBodyWithPartialArms</hkcstring> <hkcstring>LowerBodyFeatheredSpine09</hkcstring> <hkcstring>UpperBodyFeatheredSpine09</hkcstring> <hkcstring>LowerBodyFeatheredSpine10</hkcstring> <hkcstring>UpperBodyFeatheredSpine10</hkcstring> <hkcstring>LeftFingersOnly</hkcstring> <hkcstring>PowerFistCharacterProperty</hkcstring> <hkcstring>PowerFistBothArmsInjuredCharacterProperty</hkcstring> <hkcstring>BothArmsInjuredPowerFist</hkcstring> <hkcstring>RightArmInjuredCharacterProptery</hkcstring> <hkcstring>WeaponAssemblyFullBlend</hkcstring> <hkcstring>WeaponAssemblyNoBlend</hkcstring> <hkcstring>DirectAtChestBoneIndex</hkcstring> <hkcstring>DirectAtWeaponBoneIndex</hkcstring> <hkcstring>WeaponGripBoneIndex</hkcstring> <hkcstring>LowerBodyOnly</hkcstring> <hkcstring>DirectAtSpine1BoneIndex</hkcstring> <hkcstring>WeaponAssemblyPartialBody</hkcstring> <hkcstring>DirectAtRightUpperArmIndex</hkcstring> <hkcstring>DirectAtHeadBoneIndex</hkcstring> <hkcstring>UpperTorsoOnly</hkcstring> <hkcstring>LowerTorsoOnly</hkcstring> <hkcstring>UpperBodyFeatheredSpine00</hkcstring> <hkcstring>LowerBodyFeatheredSpine00</hkcstring> <hkcstring>LowerBodyOnly00</hkcstring> <hkcstring>DirectAtWeaponLeftBoneIndex</hkcstring> <hkcstring>PioboyBoneOnly</hkcstring> </hkparam> Edited October 5, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
PJMail Posted October 10, 2023 Author Share Posted October 10, 2023 South8028 - they are not my animations, they are 3rd party NPC poses. I have zero knowledge on making animations, but I agree - the shuffling at the end is a bug. If I disable AI at the end it resolves it, so thus this set of questions. A workaround I know, but it is one I can do until/if those animations are fixed.What animation? What should an actor do? They are poses I use for my Mannequins - These ones from Deuce2416 for instance. I use them in my mod as I have permission,I checked. It is enough to raise the root to a height = 1, there is no shuffling. The animation runs smoothly, without any extraneous sounds. I'll make some animations in my free time. For mannequins? Should they be completely static poses, or should they move somehow? Or should I just import your animations and bring up the root? Thanks South8028 for your kind offer, but I am not sure I can take it up as the animations are not mine - this is more something that should be brought up with the author of them.I only use a small number of them from Duece (they are in my mannequin mod) so it would be a good test - but not useful if I can't redistribute them... Thanks anyway. Link to comment Share on other sites More sharing options...
PJMail Posted October 11, 2023 Author Share Posted October 11, 2023 Thanks LarannKiarfor the list. Nothing has worked so far, and the is...() Calls don't compile. Don't know why this is so hard... Link to comment Share on other sites More sharing options...
DlinnyLag Posted October 11, 2023 Share Posted October 11, 2023 (edited) the is...() Calls don't compile. Please refer to GetAnimationVariableXXX functions. LarannKiar just listed variable and event names that may present in .hkx files. Or may not.It seems that he provided a list of event/variable names from a behavior graph, most likely it is the representation of RaiderRootBehavior.hkx an example: bool isSneaking = Game.GetPlayer().GetAnimationVariableBool("bIsSneaking") There is no guarantee that this exact call will succeed. Edited October 11, 2023 by DlinnyLag Link to comment Share on other sites More sharing options...
PJMail Posted October 11, 2023 Author Share Posted October 11, 2023 I mentioned I have already tried a number of these. Link to comment Share on other sites More sharing options...
DlinnyLag Posted October 12, 2023 Share Posted October 12, 2023 I suppose you could try to request "Idle animation finish" detection from NAF. Maybe it will not be so hard to add such feature. Link to comment Share on other sites More sharing options...
LarannKiar Posted October 12, 2023 Share Posted October 12, 2023 Most of the time, the character controller makes actors perform Idle or IdleFlavors so PickNewIdle and IdleFlavor are sent quite frequently (even between looping idles). If you haven't already, you could try these too. ; EventNames: "PickNewIdle", "IdleFlavor", "idleChairGetUp" (for specific use cases) Function Register(Actor akActor, String EventName) RegisterForAnimationEvent(akActor, EventName) EndFunction Event OnAnimationEvent(ObjectReference akSource, string asEventName) Debug.Trace("OnAnimationEvent :: event " + asEventName + " sent by " + akSource) EndEvent Link to comment Share on other sites More sharing options...
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