This page is relevant to:
The author of any Unreal Tournament player model which can be
spawned in a normal UT game or is a direct or indirect subclass of
TournamentPlayer
This document is not the same as the older EpicKnights one.
You should include all animations even if they are identified as "not needed". The Importance column refers to the importance of having a unique animation. If you don't, use the same frames as another animation.
I've also added the group names, which the EpicKnights version didn't have. These are very important, as they control transitions between animations.
When developing player model animations for UT, it is important to include every sequence described in the list below. However, you can import the same animation for several sequences, to cut down on the number of unique animations. The number of frames in each sequence does not have to match the default UT player sequences. To reduce memory use, each sequence should be animated at the minimum frame rate possible. UT interpolates between animation frames to generation smooth animation. Non-linear motions, such as a spin move, do not tween well and must be animated at a higher frame rate. [I don't think this applies so much to skeletal models --Psychic_313]
You may include extra animation sequences, which will not be used in normal UT but may be exploited by mods. The mod may detect whether an animation is present in an Actor's mesh with the HasAnim() function.
The list below shows every animation sequence used for the player models in Unreal Tournament. You do not have to match the number of frames in the sequence, except for 1 frame sequences. If you want to reduce the number of animations, the last column recommends which animation sequence to use as a replacement for any animations not implemented.
Animation | Group name | Description | Importance | Replace with |
---|---|---|---|---|
RunLg | None | Running w/ lrg weapon | Recommended | RunLgFr |
RunSm | None | Running w/ sm weapon | Optional | RunLg |
RunLgFr | MovingFire | Running while firing large weapon | Required | |
RunSmFr | MovingFire | Running while firing small weapon | Optional | RunLgFr |
Walk | None | Walking w/ no weapon | Not needed | WalkSm |
WalkSm | None | Walking w/ sm weapon | Optional | WalkLg |
WalkLg | None | Walking w/ lrg weapon | Recommended | WalkLgFr |
WalkLgFr | MovingFire | Walking while firing large weapon | Required | |
WalkSmFr | MovingFire | Walking while firing small weapon | Optional | WalkLgFr |
StillLgFr | Waiting | Standing firing large weapon (w. recoil) | Required | |
StillSmFr | Waiting | Standing firing small weapon | Required | |
StillFrRp | Waiting | Standing firing repeating weapon | Required | |
HeadHit | TakeHit | Shot in head (1 frame) | Required | |
GutHit | TakeHit | Shot in gut (1 frame) | Required | |
LeftHit | TakeHit | Shot left side (1 frame) | Required | |
RightHit | TakeHit | Shot right side (1 frame) | Required | |
AimDnLg | Waiting | Aiming 45 degrees down w/ large weapon (1 frame) | Required | |
AimUpLg | Waiting | Aiming 45 degrees up w/ large weapon (1 frame) | Required | |
AimDnSm | Waiting | Aiming 45 degrees down w/ small weapon (1 frame) | Optional | AimDnLg |
AimUpSm | Waiting | Aiming 45 degrees up w/ small weapon (1 frame) | Optional | AimUpLg |
Breath1 | Waiting | Standing/breathing w/ small weapon | Recommended | Breath1L |
Breath2 | Waiting | Standing/breathing w/ small weapon when low on health (<50%) | Optional | Breath1 |
Breath3 | Waiting | Standing/breathing w/ no weapon; used in Player Setup | Optional | Breath1 |
Breath1L | Waiting | Standing/breathing w/ large weapon | Required | |
Breath2L | Waiting | Standing/breathing w/ large weapon when low on health (<50%) | Optional | Breath1L |
TurnLg | Waiting | Turning while standing | Not needed | Use first few frames of WalkLgFr |
TurnSm | Waiting | Turning while standing | Not needed | Use first few frames of WalkSmFr |
Fighter | None | Still pose | Not needed | Last frame of StillLgFr |
Cockgun | Waiting | Cocking small gun | Optional | CockGunL |
CockgunL | Waiting | Cocking large gun | Optional | Breath1L |
Look | Waiting | Looking around | Optional | Breath1 |
LookL | Waiting | Looking around (large weapon) | Optional | Breath1L |
DuckWlkL | Ducking | Crouched walk, pointing large weapon | Required | |
DuckWlkS | Ducking | Crouched walk, pointing small weapon | Recommended | DuckWlkL |
JumpLgFr | Jumping | Jumping while firing large weapon (1 frame) | Required | |
JumpSmFr | Jumping | Jumping while firing small weapon (1 frame) | Recommended | JumpLgFr |
LandLgFr | Landing | Landing while firing large weapon (1 frame) | Required | |
LandSmFr | Landing | Landing while firing small weapon (1 frame) | Recommended | LandLgFr |
SwimLg | None | Swimming while pointing large weapon | Required | |
SwimSm | None | Swimming while pointing small weapon | Optional | SwimLg |
TreadLg | Waiting | Treading water while pointing large weapon | Required | |
TreadSm | Waiting | Treading water while pointing small weapon | Optional | TreadLg |
Wave | Gesture | Waving hand | Required | |
WaveL | Gesture | Waving hand | Not needed | Wave |
Victory1 | Gesture | Taunt (victory dance or other taunt) | Required | |
Taunt1 | Gesture | Taunt | Optional | Victory1 |
Thrust | Gesture | Taunt (pelvic thrust or other taunt) | Optional | Victory1 |
Challenge | Gesture | Taunt (an extra AMS-specific taunt, use if you want a fifth gesture) | Optional/not needed | Victory1 |
Chat1 | Waiting | Speaking into headset, or similar (while using console or menus, or chatting) | Required | |
Chat2 | Waiting | Speaking into headset | Not needed | Chat1 |
DodgeB | Jumping | Dodge backward (1 frame) | Required | |
DodgeF | Jumping | Dodge forward (1 frame) | Required | |
DodgeR | Jumping | Dodge right (1 frame) | Required | |
DodgeL | Jumping | Dodge left (1 frame) | Required | |
Flip | Jumping | Forward flip | Recommended | First half of RunLgFr, played at half-rate |
BackRun | MovingFire | Running backward while pointing weapon | Required | |
StrafeL | MovingFire | Strafing left while pointing weapon | Required | |
StrafeR | MovingFire | Strafing right while pointing weapon | Required | |
Dead1 | TakeHit | Death from a large hit (explosion) | ||
Dead2 | TakeHit | Generic death | ||
Dead3 | TakeHit | Generic death | ||
Dead4 | TakeHit | Death from decapitation, e.g. Ripper, Sniper Rifle (* see below) | ||
Dead7 | TakeHit | Death from head hit with a non-instant kill weapon (head must stay attached in this one) | ||
Dead8 | TakeHit | Death from gut hit or the Suicide console command | ||
Dead9 | TakeHit | First part of repeater death (pulsegun, minigun) | Required | |
Dead9B | TakeHit | End of repeater death | Required | |
Dead11 | TakeHit | Death from a large hit (explosion) | ||
DeathEnd | None | Used for Feign Death | Required | Last frame of Dead1 |
DeathEnd2 | None | Used for Feign Death | Required | Last frame of Dead2 |
DeathEnd3 | None | Used for Feign Death | Required | Last frame of Dead3 |
(*): In Dead4, the model's head may be removed if desired. If so, you must import an extra dummy animation, HeadIsRemoved, to indicate this (for compatibility with UsAaR33's forthcoming Valhalla Avatar dynamic model loading mod). The content of HeadIsRemoved is irrelevant - use the first frame of Dead4 or something.