Advanced Models SDK

Animations required

Relevance

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.

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AMSDK compiled by Simon `Psychic_313' McVittie, http://www.pseudorandom.co.uk
This page by James `MrGreen' Green, Simon `Psychic_313' McVittie