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Player Animations & Sockets

Overview

Core has built-in animations and stances that can be applied to the player's character and animated meshes. Importing animations is not supported, but custom animations can be created for the player's character by using IK Anchors.

A player's character and animated mesh can have an animation stance, which are states of movement that the mesh will continue until a new animation stance is set. They can also can have an animation that are intended to be used once (but can be looped), and then let the mesh return to the animation state (stance).

Player Animations and Animation Stances

Players can be animated using the two types of animations here, as well as through custom animations created using IK Anchors. The Animation Stance animations can be applied to players and used continuously while players are moving, and the Animation category must be associated with an Ability and activated that way.

Animated Mesh Animations and Animation Stances

AnimatedMesh objects use a different set of animations from players which vary based on the type of AnimatedMesh. See the AnimatedMesh Reference for more information.

The Design of Animations in Core

In Core, all ability animations are valid on any of the available body types. Each of the ability animations timing and/or translation values should behave identically across the body types.

All ability animations have a long "tail" that gracefully transitions the character back to idle pose. This animation tail is intended to only be seen if the player does not execute any other ability or movement. In nearly all practical use cases, the ability animation tails will be interrupted to do other game mechanics.

Note

If the intent is to have an ability "execute" as quickly as possible after the button press, it is still generally a good idea to have a very small cast phase value (0.1 second or so). This will help with minor server/client latency issues and will also help to ensure smoother playback of character animations.

Sockets

Sockets are different points on an animated and player's character mesh. They can be used for attaching objects, and controlling a ragdoll effect for the player's character.

Sockets Overview

Left Body Center Body Right Body
left_clavicle nameplate right_clavicle
left_shoulder camera right_shoulder
left_elbow root right_elbow
left_wrist head right_wrist
left_prop neck right_prop
left_hip upper_spine right_hip
left_knee lower_spine right_knee
left_ankle pelvis right_ankle
left_arm_prop

Humanoid

Animation Stances

Unarmed Description Tags Events
unarmed_stance This is a set of animations that will cause the character to walk or stand with nothing being held in their hands. This set of animations includes runing/strafing, walking, jumping, and idling. player
unarmed_bind_pose This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. player, animatedMesh
unarmed_crouch_idle_relaxed An idle where the character is on one knee, low to the ground for Animated Mesh Humanoids. For Players, crouches are handled as a mechanic which is determined by the Player Settings Object. animatedMesh
unarmed_crouch_run_forward A stooping run animation that is low to the ground for Animated Mesh Humanoids. For Players, crouches are handled as a mechanic which is determined by the Player Settings Object. animatedMesh
unarmed_browse_virtual_interface A looping animation that features the player looking at a virtual interface and swiping down at 1 second and swiping right at 4 seconds. There are lua animation events for these moments which return the string "action." There is also a corresponding vfx asset in the core catalog which has swiping behavior which can be used with this animation. player
unarmed_carry_object_heavy A one (right) handed carry animation with the arm at waist height. Ideal for holding a mug, potion, etc. When running/jumping, the right arm will retain the lifted arm pose. The left arm will inherit the animation underneath. This animation assumes the prop is attached to the right_prop socket. player
unarmed_carry_object_high A one (right) handed carry animation with the arm raised to roughly eye level. Ideal for holding a torch up to see better, etc. When running/jumping, the right arm will retain the lifted arm pose. The left arm will inherit the animation underneath. This animation assumes the prop is attached to the right_prop socket. player
unarmed_carry_object_low A one (right) handed carry animation with the arm at waist height. Ideal for holding a mug, potion, etc. When running/jumping, the right arm will retain the lifted arm pose. The left arm will inherit the animation underneath. This animation assumes the prop is attached to the right_prop socket. player
unarmed_carry_score_card A two handed carry animation with the arms all the way extended above the head. Ideal for holding text signs, etc. When running/jumping etc., the entire upper body will retain this pose. The attachment point for the card is the right prop, and it registers to the center of the bottom edge of the card/sign. It also assumes x forward. player
unarmed_dance A simple basic dance loop. Deprecated
unarmed_dance_basic A simple basic dance loop. player, animatedMesh
unarmed_dance_basic_arm_swing A basic dance with the character swinging their arms. player,animatedMesh
unarmed_dance_basic_head_bop A basic dance with the character holding their arms up and nodding their head to a beat. player,animatedMesh
unarmed_dance_basic_side_to_side A basic dance with the character swaying from side to side. player,animatedMesh
unarmed_dance_party ? A house party dance loop. player
unarmed_dance_spooky A looping dance celebrating the scariest season. animatedMesh
unarmed_dance_toprock_crisscross A looping animation featuring some fancy footwork. animatedMesh
unarmed_dance_toprock_doubleshuffle A looping animation featuring some different fancy footwork. animatedMesh
unarmed_dance_twist A loop of the traditional dance which features twisting hips. animatedMesh
unarmed_death A full body animation of the character falling to the floor, face-up. The hips will end roughly on the spot where the game thinks the character is. Can be used with or without ragdoll. If there is no ragdoll phyics applied at all, some of the limbs may appear to float in the dead pose if the ground is not level where the player uses this animation. For Animated Mesh Humanoid Rigs, Death animations are a PlayAnimation. Please refer to that section on this page. player action
unarmed_death_spin A full body animation that spins 360 and then falls to the floor, face-up. The hips will end roughly on the spot where the game thinks the character is. Can be used with or without ragdoll. If there is no ragdoll physics applied at all, some of the limbs may appear to float in the dead pose if the ground is not level where the player uses this animation. For Animated Mesh Humanoid Rigs, Death animations are a PlayAnimation. Please refer to that section on this page. player action
unarmed_idle_downed A looping idle animation with the character hurt and on their hands and knees. player
unarmed_idle_relaxed_look_around An alternate idle loop in which the character looks around. player
unarmed_idle_ready A looping idle animation with fists up ready to strike or defend. player, animatedMesh
unarmed_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
unarmed_ready A looping idle animation with fists up ready to strike or defend. Deprecated
unarmed_run_forward A looping run animation. animatedMesh rightFootstep, leftFootstep
unarmed_shiver A looping shiver animation with chattering teeth. animatedMesh
unarmed_sit_car_low A full body animation that is sitting at ground level with arms up on a wheel. Ideal for driving a go-kart style vehicle When running/jumping etc., the entire body will retain the sitting pose. Currently cannot mix the lower body of this pose with other animation stances (holding a torch, etc). player, animatedMesh
unarmed_sit_chair_upright A pose that will transition to a (looping) sitting position assuming a chair. For best results, create a "registration point" for the player by positioning and orienting the player so that they are facing directly away from the chair geometry, and in front of it (roughly 60 units from the direct center of the seat surface.) The seat surface should be around 0.5 meters higher than the player registration point. Collisions will likely have to be turned off on at least some of the chair geometry to align the player with the chair very closely. For Animated Mesh Humanoid Rigs, this sitting animation is a PlayAnimation. Please refer to that section on this page. player
unarmed_sit_ground_crossed An animation that will transition to a (looping) sitting position on the ground. The character will maintain their general position as they sit. For Animated Mesh Humanoid Rigs, this sitting animation is a PlayAnimation. Please refer to that section on this page. player
unarmed_sit_ground_ledge An animation that will transition to a (looping) sitting position on the ground with legs dangling off an edge. For best results, create a registration point for the player by orienting the player directly toward the ledge, and positioning the player roughly 0.2 meters from the ledge. For Animated Mesh Humanoid Rigs, this sitting animation is a PlayAnimation. Please refer to that section on this page. player
unarmed_sit_spaceship_bentleg An idle animation that has the player in a sitting position with legs bent as if the seat surface was a moderate distance to the floor of the vehicle. This should register properly with the existing shpace ship seat props in Core Content. player
unarmed_sit_spaceship_straightleg An idle animation that has the player in a sitting position with legs straight forward as if the seat surface was very close to the floor of the vehicle. player
unarmed_sit_spaceship_trucker An idle animation that has the player in a sitting position with knees bent 90 degrees. player
unarmed_steer_ship_wheel This will cause the Player to stand with their arms out as if they were steering a ship using the helm (steering wheel) of a ship. player
unarmed_stun_dizzy A looping animation that has the Player swaying as if dizzy. This animation does not have root motion, and will not inhibit or influence Player control unless specifically scripted to do so. For Animated Mesh Humanoid Rigs, this stun animation is a PlayAnimation. Please refer to that section on this page. player
unarmed_stun_electric A looping animation that has the Player tense and twitching as if being electrocuted. This animation does not have root motion, and will not inhibit or influence Player control unless specifically scripted to do so. For Animated Mesh Humanoid Rigs, this stun animation is a PlayAnimation. Please refer to that section on this page. player
unarmed_swim_forward A simple swim forward animation for Animated Mesh Humanoid Rigs. For Players, swimming is handled via a mechanic (water volume triggers and the Player Settings Object). animatedMesh
unarmed_swim_idle A looping treading water animation for Animated Mesh Humanoid Rigs. For Players, swimming is handled via a mechanic (water volume triggers and the Player Settings Object). animatedMesh
unarmed_walk_forward A simple walk forward animationfor Animated Mesh Humanoid Rigs. For Players, walking is handled via a mechanic (using analog controllers and/or the Player Settings Object). animatedMesh rightFootstep, leftFootstep
unarmed_waiting An animation which has the character check their watch once, and then goes into a loop of foot tapping. player
Unarmed Zombie Description Tags Events
zombie_unarmed_idle_ready A very undead idle in a pose that looks ready ready to strike. animatedMesh
zombie_unarmed_idle_relaxed An undead idle pose that seems unaware of its surroundings. animatedMesh
zombie_unarmed_run_forward An uneven run fitting for an undead person. animatedMesh rightFootstep, leftFootstep
zombie_unarmed_walk_forward A walk with an uneven gait. animatedMesh rightFootstep, leftFootstep
One-Hand Description Tags Events
1hand_melee_stance This will cause the Player to walk or stand with the right hand posed to hold a one handed weapon (attached to the "right_prop" socket), and the left arm is assumed to optionally have a shield (attached to the "left_arm_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
1hand_melee_idle_ready A looping idle animation with weapon ready to strike or defend. player, animatedMesh
1hand_melee_idle_relaxed A looping idle animation that is relaxed with the weapon and/or shield held down by the characters sides animatedMesh
1hand_melee_ready A looping idle animation with weapon ready to strike or defend. Deprecated
1hand_melee_run_forward A looping run animation. animatedMesh rightFootstep, leftFootstep
1hand_melee_shield_block An animation that has the characters left arm drawn up as if defensively holding a shield. Assume shield geometry is attached to left_arm_prop. player, animatedMesh beginImpact, endImpact
1hand_melee_walk_forward A looping walk animation. animatedMesh rightFootstep, leftFootstep
1hand_pistol_stance This will cause the Player to walk or stand with the right hand posed to hold a pistol (attached to the "right_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
1hand_pistol_aim A looping idle animation with weapon ready to shoot. player, animatedMesh
1hand_pistol_idle_ready A looping idle animation with weapon ready to shoot. Deprecated
1hand_melee_idle_relaxed A looping idle animation that is relaxed with the gun held down by the characters side. animatedMesh
Two-Hand Melee Description Tags Events
2hand_melee_stance This will cause the Player to walk or stand posed to hold a two handed weapon (attached to the "right_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
2hand_melee_idle_ready A looping idle animation with weapon ready to strike or defend. player, animatedMesh
2hand_melee_idle_relaxed A looping idle animation that is relaxed with the weapon held by the characters sides animatedMesh
2hand_melee_ready A looping idle animation with weapon ready to strike or defend. Deprecated
2hand_melee_run_forward A looping run animation with a weapon held in two hands. animatedMesh rightFootstep, leftFootstep
2hand_melee_walk_forward A looping walk animation with a weapon held in two hands. animatedMesh rightFootstep, leftFootstep
Two-Hand Rifle Description Tags Events
2hand_rifle_stance This will cause the Player to walk or stand posed to hold a two handed rifle (attached to the "right_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
2hand_rifle_idle_relaxed A looping idle animation that is relaxed with the two handed rifle held by the characters sides animatedMesh
2hand_rifle_aim_hip A looping idle animation with the rifle held by the waist, ready to shoot. player
2hand_rifle_aim_shoulder A looping idle animation with the rifle held at the shoulder, ready to shoot. player, animatedMesh
2hand_rifle_run_forward A looping run animation with a two handed rifle. animatedMesh rightFootstep, leftFootstep
2hand_rifle_walk_forward A looping walk animation with a two handed rifle. animatedMesh rightFootstep, leftFootstep
Two-Hand Staff Description Tags Events
2hand_staff_stance This will cause the Player to walk or stand posed to hold a two handed staff (attached to the "right_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
2hand_staff_idle_ready A looping idle animation with a two handed staff ready to strike or defend. player, animatedMesh
2hand_staff_idle_relaxed A looping idle animation that is relaxed. animatedMesh
2hand_staff_ready A looping idle animation with a two handed staff ready to strike or defend. Deprecated
2hand_staff_run_forward A looping run animation with a staff held in two hands. animatedMesh rightFootstep, leftFootstep
2hand_staff_walk_forward A looping walk animation with a staff held in two hands. animatedMesh rightFootstep, leftFootstep
Two-Hand Sword Description Tags Events
2hand_sword_stance This will cause the Player to walk or stand posed to hold a two handed sword (attached to the "right_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
2hand_sword_block_high A looping animation with the two handed sword posed to block a strike from above. player
2hand_sword_idle_ready A looping idle animation with a two handed weapon ready to strike or defend. player, animatedMesh
2hand_sword_idle_relaxed A looping idle animation that is relaxed. animatedMesh
2hand_sword_ready A looping idle animation with a two handed weapon ready to strike or defend. Deprecated
2hand_sword_run_forward A looping run animation with a two handed sword held in two hands. animatedMesh rightFootstep, leftFootstep
2hand_sword_walk_forward A looping walk animation with a two handed sword held in two hands. animatedMesh rightFootstep, leftFootstep
Dual-Wield Katana Description Tags Events
dual_katana_stance This will cause the Player to walk or stand holding a katana sword in the right hand (attached to the "right_prop" socket) and optionally a katana in the left hand as well (attached to the "left_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
dual_katana_idle_ready A looping idle animation with weapon ready to strike or defend. player, animatedMesh
dual_katana_idle_relaxed A looping idle animation that is relaxed. animatedMesh
dual_katana_run_forward A looping run animation with katana swords in each hand. animatedMesh rightFootstep, leftFootstep
dual_katana_walk_forward A looping walk animation with katana swords in each hand. animatedMesh rightFootstep, leftFootstep
Dual-Wield Melee Description Tags Events
dual_melee_stance This will cause the Player to walk or stand holding a sword in the right hand (attached to the "right_prop" socket) and optionally a sword in the left hand as well (attached to the "left_prop" socket). This set of animations includes runing/strafing, walking, jumping, and idling. player
dual_melee_idle_ready A looping idle animation with weapon ready to strike or defend. player, animatedMesh
dual_melee_idle_relaxed A looping idle animation that is relaxed. animatedMesh
dual_melee_run_forward A looping run animation with swords in each hand. animatedMesh rightFootstep, leftFootstep
dual_melee_walk_forward A looping walk animation with swords in each hand. animatedMesh rightFootstep, leftFootstep

Player Only

Ability Animations

Unarmed Description Tags Notes Events
unarmed_drink A drinking animation, useful for potion drinking abilities, etc. Assumes the drink is attached to the "right_prop" socket. For Humanoid Animated Meshes, "unarmed_drink" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. beginProp, action, endProp
unarmed_eat An eating animation. The character is taking a bite of some food. Assumes the food is attached to the "right_prop" socket. For Humanoid Animated Meshes, "unarmed_eat" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. beginProp, action, endProp
unarmed_flying_reverse_roundhouse_kick A jump kick that spins left to right. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact, rightFootstep, leftFootstep
unarmed_flying_side_kick A simple jump kick animation. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact, rightFootstep, leftFootstep
unarmed_kick_ball A kick motion that moves the character forward with root motion. player This animation works best with a cast phase duration of 0.18 or less. This animation has root motion, and is designed to play full body. Controller/mouse rotation can affect the course of the kick by default, but this behavior can be changed in the ability script. beginImpact, endImpact, rightFootstep, leftFootstep
unarmed_magic_bolt Magic casting animation which appears to launch a projectile forward from the hands. For Humanoid Animated Meshes, "unarmed_magic_bolt" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time.
unarmed_magic_up A magic casting animation that ends with the arms generally "up" (as opposed to forward. Generally useful for omnidirectional casting (traditional buff spells, heals. etc) and magic attacks that do not need or want a strong directional implication (casting a ground AoE spell would be a likely use case). For Humanoid Animated Meshes, "unarmed_magic_bolt" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time.
unarmed_pickup An animation where the character reaches down and picks up an item from the ground. player This animation works best with a cast phase duration of 0.266 or less. action
unarmed_pickup_middle An animation where the character reaches forward and picks up an item from a waist-high location. player action
unarmed_point_forward The character points forward. For Humanoid Animated Meshes, "unarmed_point_forward" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. action
unarmed_punch_left A punch animation using the left hand. For Humanoid Animated Meshes, "unarmed_punch_left" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. beginImpact, endImpact
unarmed_punch_right A punch animation using the right hand. For Humanoid Animated Meshes, "unarmed_punch_right" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. beginImpact, endImpact
unarmed_punch_right_flying_uppercut A jumping right uppercut punch. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact, rightFootstep, leftFootstep
unarmed_rochambeau_paper Rock, paper, scissors game. This chooses "paper" as the end result. player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_rochambeau_rock Rock, paper, scissors game. This chooses "rock" as the end result. player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_rochambeau_scissors Rock, paper, scissors game. This chooses "scissors" as the end result. player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_roll A roll animation that moves the character forward with root motion. player This animation works best with a cast phase duration of 0.18 or less. This animation has root motion, and is designed to play full body. leftFootstep, rightFootstep
unarmed_shout An animation that begins with the character shouting at the sky during cast loop, and then directs a shout forward in the execute phase portion of the animation. For Humanoid Animated Meshes, "unarmed_shout" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. action, rightFootstep
unarmed_shove A simple forward shove with both hands. player Supports variable cast time. Supports time-stretched execute phase time. beginImpact, endImpact, rightFootstep, leftFootstep
unarmed_stomp A stomp animation. The cast loop holds the right foot in the air. player Supports variable cast time. beginImpact, endImpact, rightFootstep, leftFootstep
unarmed_throw An overhand throw animation. Assumes the thrown object is in the right hand attached to the "right_prop" socket. For Humanoid Animated Meshes, "unarmed_throw" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. leftFootstep
unarmed_thumb_down An animation in which the character presents a thumb down pose with their right hand. Deprecated Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_thumb_up An animation in which the character presents a thumb up pose with their right hand. Deprecated Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_thumbs_down An animation in which the character presents a thumb down pose with their right hand. player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_thumbs_up An animation in which the character presents a thumb up pose with their right hand. player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time action
unarmed_use A generic animation where the character is moving both hands. Intended to be a non specific "use" animation. For Humanoid Animated Meshes, "unarmed_use" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Does NOT support a time-stretched execute phase time. action
unarmed_use_bandage The character wraps a bandage around their forearms. For Humanoid Animated Meshes, "unarmed_use_bandage" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Does NOT support a time-stretched execute phase time action
unarmed_wave The character waves their right hand. For Humanoid Animated Meshes, "unarmed_wave" is a Play Animation. Please refer to that section of this page for more information. player This animation works best with a cast phase duration of 0.266 or less.
One-Hand Melee Description Tags Notes Events
1hand_melee_rm_combo_closer_uppercut A one handed weapon upward slash that takes the player slightly in the air. This animation is intended to be the third attack in the one hand melee combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
1hand_melee_rm_combo_middle_diagonal_slash A one handed overhead slash from the upper left to bottom right that move the character forward using root motion. This animation is intended to be the middle attack in the one hand melee combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
1hand_melee_rm_combo_opener_vertical_slash A one handed overhead slash that moves the character forward using root motion. This animation is intended to be the first attack in the one hand melee combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
1hand_melee_shield_bash A bash attack using a shield on the left arm (assumes shield geometry attached to left_arm_prop). For Humanoid Animated Meshes, "1hand_melee_shield_bash" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. Supports time-stretched execute phase time. beginImpact, endImpact
1hand_melee_slash_left A horizontal melee swing to the left. For Humanoid Animated Meshes, "1hand_melee_slash_left" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
1hand_melee_slash_right A horizontal melee swing to the right. For Humanoid Animated Meshes, "1hand_melee_slash_right" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
1hand_melee_slash_vertical An overhead vertical slash. For Humanoid Animated Meshes, "1hand_melee_slash_vertical" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
1hand_melee_thrust A melee attack that uses the tip of the weapon. For Humanoid Animated Meshes, "1hand_melee_thrust" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
1hand_melee_unsheathe An animation where the character pulls a one-handed melee weapon from a belt sheath. For Humanoid Animated Meshes, "1hand_melee_unsheathe" is a Play Animation. Please refer to that section of this page for more information. player This animation works best with a cast phase duration of 0.31 or less. Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time beginProp
One-Hand Pistol Description Tags Notes Events
1hand_pistol_left_hand_toss A left handed toss animation while holding a pistol in the right hand. player Supports variable cast time.
1hand_pistol_reload_magazine An animation of reloading the pistol using a magazine. For Humanoid Animated Meshes, "1hand_pistol_reload_magazine" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. beginReload, endReload, load, beginProp, endProp
1hand_pistol_shoot A pistol shoot animation. For Humanoid Animated Meshes, "1hand_pistol_shoot" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time.
1hand_pistol_unsheathe An animation where the character pulls the pistol from an invisible belt holster. For Humanoid Animated Meshes, "1hand_pistol_unsheathe" is a Play Animation. Please refer to that section of this page for more information. player This animation works best with a cast phase duration of 0.21 or less. beginProp
1hand_pistol_whip A melee attack that uses the handle of the pistol. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
Two-Hand Melee Description Tags Notes Events
2hand_melee_dig_shovel A simple dig animation using a shovel. For Humanoid Animated Meshes, "2hand_melee_dig_shovel" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_melee_rm_combo_closer_vertical_slash A spinning two handed melee attack that swings from top to bottom in a vertical line in front of the character. This animation is intended to be the third attack in the two hand melee combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_melee_rm_combo_middle_vertical_slash A two handed melee attack that swings from top to bottom in a vertical line in front of the character. This animation is intended to be the second attack in the two hand melee combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_melee_rm_combo_opener_diagonal_slash A two handed melee attack that swings from right to left in a diagonal line in front of the character. This animation is intended to be the first attack in the two hand melee combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_melee_slash_right A horizontal melee swing to the right. For Humanoid Animated Meshes, "2hand_melee_slash_right" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_melee_slash_vertical A downward melee swing. Also useful for a two handed hammering animation or mining animation. For Humanoid Animated Meshes, "2hand_melee_slash_vertical" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_melee_unsheathe The character pulls the 2handed melee weapon off of their back. For Humanoid Animated Meshes, "2hand_melee_unsheathe" is a Play Animation. Please refer to that section of this page for more information. player beginProp
Two-Hand Rifle Description Tags Notes Events
2hand_rifle_butt A melee attack that uses the stock of the rifle. player Supports variable cast phase time. Supports time-stretched execute phase time beginImpact, endImpact
2hand_rifle_left_hand_toss A left handed toss animation while holding a rifle in the right hand. player Supports variable cast time.
2hand_rifle_reload_magazine An animation of reloading the rifle using a magazine. For Humanoid Animated Meshes, "2hand_rifle_reload_magazine" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time. beginReload, endReload, load, beginProp, endProp
2hand_rifle_shoot A rifle shoot animation. For Humanoid Animated Meshes, "2hand_rifle_shoot" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time.
2hand_rifle_unsheathe An animation in which the character pulls the rifle from the characters back. For Humanoid Animated Meshes, "2hand_rifle_unsheathe" is a Play Animation. Please refer to that section of this page for more information. player This animation works best with a cast phase duration of 0.22 or less. beginProp
Two-Hand Rocket Description Tags Notes Events
2hand_rocket_reload_magazine A reload that works better for over the shoulder weapon geometry using the "2hand_rifle_stance" and associated animations. player Supports variable cast time. beginReload, endReload, load, beginProp, endProp
Two-Hand Staff Description Tags Notes Events
2hand_staff_magic_bolt Magic casting animation which appears to launch a projectile forward from the staff. For Humanoid Animated Meshes, "2hand_staff_magic_bolt" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time.
2hand_staff_magic_up Magic casting animation which raises the staff on cast. This animation is not direction specific. For Humanoid Animated Meshes, "2hand_staff_magic_up" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast time.
2hand_staff_rm_combo_closer_vertical_slash A two handed staff attack that slaps the weapon down vertically in front of the player. This animation is intended to be the third attack in the two hand sword combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_staff_rm_combo_middle_thrust A two handed staff attack thrusts the weapon far out in front of the player. This animation is intended to be the second attack in the two hand sword combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_staff_rm_combo_opener_upward_slash A two handed staff attack that swings the bottom of the staff upwards in front of the player. This animation is intended to be the first attack in the two hand staff combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
Two-Hand Sword Description Tags Notes Events
2hand_sword_rm_combo_closer_spin A two handed sword attack that swings from right to left in a horizontal cone in front of the player. This animation is intended to be the third attack in the two hand sword combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_sword_rm_combo_middle_spin A two handed sword attack that pins from left to right horizontally, hitting targets in a 360 degree arc. This animation is intended to be the third attack in the two hand sword combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_sword_rm_combo_opener_cone A two handed sword attack that swings from right to left in a horizontal cone in front of the player. This animation is intended to be the first attack in the two hand sword combo. However, it can be used in any order, or by itself. player This animation does not have a looping cast animation. Does not scale with execution phase duration. Moves the player forward with root motion. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_sword_slash_left A horizontal melee swing from left to right. For Humanoid Animated Meshes, "2hand_sword_slash_left" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_sword_slash_right A horizontal melee swing from right to left. For Humanoid Animated Meshes, "2hand_sword_slash_right" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_sword_slash_spin A spinning two handed sword attack that swings the sword from right to left horizontally. For Humanoid Animated Meshes, "2hand_sword_slash_spin" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact, rightFootstep, leftFootstep
2hand_sword_slash_vertical A downward melee swing. For Humanoid Animated Meshes, "2hand_sword_slash_vertical" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_sword_thrust A forward thrust melee attack. For Humanoid Animated Meshes, "2hand_sword_thrust" is a Play Animation. Please refer to that section of this page for more information. player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
2hand_sword_unsheathe The character pulls the sword off of their back. For Humanoid Animated Meshes, "2hand_sword_unsheathe" is a Play Animation. Please refer to that section of this page for more information. player This animation works best with a cast phase duration of 0.31 or less. beginProp
Dual-Wield Katana Description Tags Notes Events
dual_katana_left_hand_slash_left A melee attack in which the left hand swings a weapon from left to right. For Humanoid Animated Meshes, "dual_katana_left_hand_slash_left" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_katana_left_hand_throw A throw animation using the left hand. Useful for shuriken or other small weapon throwing. For Humanoid Animated Meshes, "dual_katana_left_hand_throw" is a Play Animation. Please refer to that section of this page for more information player
dual_katana_right_hand_slash_right A melee attack in which the right hand swings a weapon from right to left. For Humanoid Animated Meshes, "dual_katana_right_hand_slash_right" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_katana_right_hand_slash_vertical A melee attack in which the right hand swings a weapon downward in front of the player. For Humanoid Animated Meshes, "dual_katana_right_hand_slash_vertical" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_katana_right_hand_throw A throw animation using the right hand. For Humanoid Animated Meshes, "dual_katana_right_hand_throw" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time.
dual_katana_right_hand_thrust A melee attack in which the right hand thrusts the weapon directly forward. For Humanoid Animated Meshes, "dual_katana_right_hand_thrust" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_katana_unsheathe The character pulls one handed weapons off of their back. For Humanoid Animated Meshes, "dual_katana_unsheathe" is a Play Animation. Please refer to that section of this page for more information player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time. beginProp
Dual-Wield Melee Description Tags Notes Events
dual_melee_dual_thrust A melee attack which uses both hands to thrust weapons forward simultaneously. For Humanoid Animated Meshes, "dual_melee_dual_thrust" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_left_hand_slash_left A melee attack in which the left hand swings a weapon from left to right. For Humanoid Animated Meshes, "dual_melee_left_hand_slash_left" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_left_hand_slash_right A melee attack in which the left hand swings a weapon from right to left. For Humanoid Animated Meshes, "dual_melee_left_hand_slash_right" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_left_hand_thrust A melee attack in which the left hand thrusts a weapon forward. For Humanoid Animated Meshes, "dual_melee_left_hand_thrust" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_right_hand_slash_left A melee attack in which the right hand swings a weapon from left to right. For Humanoid Animated Meshes, "dual_melee_right_hand_slash_left" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_right_hand_slash_right A melee attack in which the right hand swings a weapon from right to left. For Humanoid Animated Meshes, "dual_melee_right_hand_slash_right" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_right_hand_thrust A melee attack in which the right hand thrusts a weapon forward. For Humanoid Animated Meshes, "dual_melee_right_hand_thrust" is a Play Animation. Please refer to that section of this page for more information player Supports variable cast phase time. Supports time-stretched execute phase time. beginImpact, endImpact
dual_melee_unsheathe The character pulls one handed weapons off of their back. For Humanoid Animated Meshes, "dual_melee_unsheathe" is a Play Animation. Please refer to that section of this page for more information player Currently does NOT support a variable cast phase time. Currently does NOT support a time-stretched execute phase time. beginProp

Animated Mesh Only

Play Animations

Unarmed Description Tags Events
unarmed_cry A sobbing animation. animatedMesh action
unarmed_death A full body animation of the character falling to the floor, face-up. The hips will end roughly on the spot where the game thinks the character is. For Players, Death animations are an animation stance. Please refer to that section on this page. animatedMesh action
unarmed_drink A drinking animation, useful for potion drinking abilities, etc. Assumes the drink is attached to the "right_prop" socket. For Players, "unarmed_drink" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp, action, endProp
unarmed_duck_and_cover The character ducks and protects their eardrums. animatedMesh action
unarmed_eat An eating animation. The character is taking a bite of some food. Assumes the food is attached to the "right_prop" socket. For Players, "unarmed_eat" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp, action, endProp
unarmed_facepalm An animation expressing deep frustration featuring the application of a palm of one hand to the characters face. animatedMesh action
unarmed_flex An animation featuring a very impressive display of strength. animatedMesh action
unarmed_get_item An animation that depicts recieving an item from another character. animatedMesh action
unarmed_give_item An animation that depicts giving an item to another character animatedMesh action
unarmed_kungfu_pose A martial arts flourish. animatedMesh action, leftFootstep, rightFootstep
unarmed_laugh A laughing animation. animatedMesh action
unarmed_listen_casual A looping animation of a character listening to another characters story. This is timed to be a complementary animation to "unarmed_talk_casual". animatedMesh
unarmed_listen_talk_casual A looping animation of a character listening to another character, and then talking to them. This is timed to be a complementary animation to "unarmed_talk_listen_casual". animatedMesh
unarmed_love An animation expressing deep affection using fingers in the shape of a heart. animatedMesh action
unarmed_magic_bolt Magic casting animation which appears to launch a projectile forward from the hands. For Players, "unarmed_magic_bolt" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
unarmed_magic_up A magic casting animation that ends with the arms generally "up" (as opposed to forward. Generally useful for omnidirectional casting (traditional buff spells, heals. etc) and magic attacks that do not need or want a strong directional implication (casting a ground AoE spell would be a likely use case). For Players, "unarmed_magic_up" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
unarmed_meditate An animation portraying how to get into a state of deep tranquility. animatedMesh action
unarmed_no An animation to indicate a negative response to a question. animatedMesh action
unarmed_pickup An animation where the character reaches down and picks up an item from the ground. For Players, "unarmed_pickup" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action
unarmed_pickup_middle An animation where the character reaches forward and picks up an item from a waist-high location. For Players, "unarmed_pickup_middle" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action
unarmed_point_forward The character points forward. For Players, "unarmed_point_forward" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action
unarmed_punch_left A punch animation using the left hand. For Players, "unarmed_punch_left" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
unarmed_punch_right A punch animation using the right hand. For Players, "unarmed_punch_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
unarmed_react_damage An animation with a generic flinch reaction from an impact. animatedMesh
unarmed_ready_to_rumble An animation that prepares the character for a fight by mashing a fist into the other hand. animatedMesh action
unarmed_salute A militant display of respect. animatedMesh action
unarmed_scared A fearful response to a startling situation. animatedMesh action
unarmed_shiver A looping shiver animation. animatedMesh action
unarmed_shout An animation that begins with the character shouting at the sky during cast loop, and then directs a shout forward in the execute phase portion of the animation. For Players, "unarmed_shout" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action, rightFootstep
unarmed_shrug An animation expressing dubiousness or unenthusiasm. animatedMesh action
unarmed_shy A bashful glance animation. animatedMesh
unarmed_sit_chair_upright A pose that will transition to a (looping) sitting position assuming a chair. For best results, create a "registration point" for the character by positioning and orienting the character so that they are facing directly away from the chair geometry, and in front of it (roughly 60 units from the direct center of the seat surface.) The seat surface should be around 0.5 meters higher than the character registration point. For Players, this sitting animation is an Animation Stance. Please refer to that section on this page. animatedMesh action
unarmed_sit_ground_crossed An animation that will transition to a (looping) sitting position on the ground. The character will maintain their general position as they sit. For Players, this sitting animation is an Animation Stance. Please refer to that section on this page. animatedMesh action
unarmed_sit_ground_ledge An animation that will transition to a (looping) sitting position on the ground with legs dangling off an edge. For best results, create a registration point for the player by orienting the player directly toward the ledge, and positioning the character roughly 0.2 meters from the ledge. For Players, this sitting animation is an Animation Stance. Please refer to that section on this page. animatedMesh action
unarmed_sleep_side_begin An animation of a character lowering themselves down into sleeping position. animatedMesh
unarmed_sleep_side_cycle A looping animation of the character sleeping. animatedMesh
unarmed_sleep_side_end An animation of a character getting up from sleeping position animatedMesh
unarmed_stinky An animation that communicates the bad smell of the area. animatedMesh
unarmed_stomp A stomp animation. The cast loop holds the right foot in the air. animatedMesh beginImpact, endImpact, leftFootstep, rightFootstep
unarmed_stun_dizzy A looping animation that has the character swaying as if dizzy. For Players, this stun animation is an Animation Stance. Please refer to that section on this page. animatedMesh
unarmed_stun_electric A looping animation that has the Player tense and twitching as if being electrocuted. For Players, this stun animation is an Animation Stance. Please refer to that section on this page. animatedMesh
unarmed_talk_casual A looping animation of a character speaking to another character. This is timed to be a complementary animation to "unarmed_listen_casual". animatedMesh
unarmed_talk_listen_casual A looping animation of a character speaking to another character, and then listening to them. This is timed to be a complementary animation to "unarmed_listen_talk_casual". animatedMesh
unarmed_talk_to_the_hand An animation requesting someone stop what they are doing. animatedMesh action
unarmed_tantrum An animation expressing deep frustration, possible rage. animatedMesh action, leftFootstep, rightFootstep
unarmed_throw An overhand throw animation. Assumes the thrown object is in the right hand attached to the "right_prop" socket. For Players, "unarmed_throw" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action
unarmed_thumbs_down An animation in which the character presents a thumb down pose with their right hand. animatedMesh action
unarmed_thumbs_up An animation in which the character presents a thumb up pose with their right hand. animatedMesh action
unarmed_use A generic animation where the character is moving both hands. Intended to be a non specific "use" animation. For Players, "unarmed_use" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action
unarmed_use_bandage The character wraps a bandage around their forearms. For Players, "unarmed_use_bandage" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action
unarmed_wave The character waves their right hand. For Players "unarmed_wave" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
unarmed_yes An animation responding to a question with an affirmation. animatedMesh
Unarmed Zombie Description Tags Events
zombie_unarmed_grab A clumsy undead grabbing attack animation using both hands. animatedMesh beginImpact, endImpact
One-Hand Melee Description Tags Events
1hand_melee_shield_bash A bash attack using a shield on the left arm (assumes shield geometry attached to left_arm_prop). For Players, "1hand_melee_shield_bash" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
1hand_melee_slash_left A horizontal melee swing to the left. For Players, "1hand_melee_slash_left" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
1hand_melee_slash_right A horizontal melee swing to the right. For Players, "1hand_melee_slash_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
1hand_melee_slash_vertical An overhead vertical slash. For Players, "1hand_melee_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
1hand_melee_thrust A melee attack that uses the tip of the weapon. For Players, "1hand_melee_thrust" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
1hand_melee_unsheathe An animation where the character pulls a one-handed melee weapon from a belt sheath. For Players, "1hand_melee_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp
One-Hand Pistol Description Tags Events
1hand_pistol_reload An animation of reloading the pistol using a magazine. For Players, "1hand_pistol_reload_magazine" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginReload, endReload, load, beginProp, endProp
1hand_pistol_shoot A pistol shoot animation. For Players, "1hand_pistol_shoot" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
1hand_pistol_unsheathe An animation where the character pulls the pistol from an invisible belt holster. For Players, "1hand_pistol_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp
Two-Hand Melee Description Tags Events
2hand_melee_dig_shovel A simple dig animation using a shovel. For Players, "2hand_melee_dig_shovel" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_melee_slash_right A horizontal melee swing to the right. For Players, "2hand_melee_slash_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_melee_slash_vertical A downward melee swing. Also useful for a two handed hammering animation or mining animation. For Players, "2hand_melee_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_melee_unsheathe The character pulls the 2h_melee weapon off of their back. For Players, "2hand_melee_unsheathe" is an Ability Animation. Please refer to that section of this page for more information.
Two-Hand Rifle Description Tags Events
2hand_rifle_reload An animation of reloading the rifle using a magazine. For Players, "2hand_rifle_reload_magazine" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginReload, endReload, load, beginProp, endProp
2hand_rifle_shoot A rifle shoot animation. For Player, "2hand_rifle_shoot" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
2hand_rifle_unsheathe An animation in which the character pulls the rifle from the characters back. For Players, "2hand_rifle_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp
Two-Hand Staff Description Tags
2hand_staff_magic_bolt Magic casting animation which appears to launch a projectile forward from the staff. For Players, "2hand_staff_magic_bolt" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
2hand_staff_magic_up Magic casting animation which raises the staff on cast. This animation is not direction specific. For Players, "2hand_staff_magic_up" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh
Two-Hand Sword Description Tags Events
2hand_sword_slash_left A horizontal melee swing from left to right. For Players, "2hand_sword_slash_left" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_sword_slash_right A horizontal melee swing from right to left. For Players, "2hand_sword_slash_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_sword_slash_spin A spinning two handed sword attack that swings the sword from right to left horizontally. For Players, "2hand_sword_slash_spin" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact, leftFootstep, rightFootstep
2hand_sword_slash_vertical A downward melee swing. For Players, "2hand_sword_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_sword_thrust A forward thrust melee attack. For Players, "2hand_sword_thrust" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
2hand_sword_unsheathe The character pulls the sword off of their back. For Players, "2hand_sword_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp
Dual-Wield Katana Description Tags Events
dual_katana_left_hand_slash_left A melee attack in which the left hand swings a weapon from left to right. For Players, "dual_katana_left_hand_slash_left" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_katana_left_hand_throw A throw animation using the left hand. For Players, "dual_katana_left_hand_throw" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action, beginProp
dual_katana_right_hand_slash_right A melee attack in which the right hand swings a weapon from right to left. For Players, "dual_katana_right_hand_slash_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_katana_right_hand_slash_vertical A melee attack in which the right hand swings a weapon downward in front of the player. For Players, "dual_katana_right_hand_slash_vertical" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_katana_right_hand_throw A throw animation using the right hand. For Players, "dual_katana_right_hand_throw" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh action, beginProp
dual_katana_right_hand_thrust A melee attack in which the right hand thrusts the weapon directly forward. For Players, "dual_katana_right_hand_thrust" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_katana_unsheathe The character pulls one handed weapons off of their back. For Players, "dual_katana_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp
Dual-Wield Melee Description Tags Events
dual_melee_dual_thrust A melee attack which uses both hands to thrust weapons forward simultaneously. For Players, "dual_melee_dual_thrust" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_left_hand_slash_left A melee attack in which the left hand swings a weapon from left to right. For Players, "dual_melee_left_hand_slash_left" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_left_hand_slash_right A melee attack in which the left hand swings a weapon from right to left. For Players, "dual_melee_left_hand_slash_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_left_hand_thrust A melee attack in which the left hand thrusts a weapon forward. For Players, "dual_melee_left_hand_thrust" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_right_hand_slash_left A melee attack in which the right hand swings a weapon from left to right. For Players, "dual_melee_right_hand_slash_left" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_right_hand_slash_right A melee attack in which the right hand swings a weapon from right to left. For Players, "dual_melee_right_hand_slash_right" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_right_hand_thrust A melee attack in which the right hand thrusts a weapon forward. For Players, "dual_melee_right_hand_thrust" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginImpact, endImpact
dual_melee_unsheathe The character pulls one handed weapons off of their back. For Players, "dual_melee_unsheathe" is an Ability Animation. Please refer to that section of this page for more information. animatedMesh beginProp

Whelp

Animation Stances

Unarmed Description Tags
unarmed_bind_pose This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. animatedMesh
unarmed_idle_ready A looping idle animation with fists up ready to strike or defend. animatedMesh
unarmed_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
unarmed_run_forward A looping movement animation. animatedMesh
unarmed_walk_forward A looping slow movement animation. animatedMesh

Play Animations

Unarmed Description Tags Events
unarmed_claw An attack animation that swipes with the characters claws. animatedMesh beginImpact, endImpact
unarmed_death The first of 2 death animations for this character. It has the initiaal impact and ends with a looping "fall" animation. This is commonly paired with the Play Animation "unarmed_death_impact" which handles the characters body hitting the ground and coming to rest. animatedMesh
unarmed_death_impact This animation is intended to handle the character hitting the ground after playing Play Animation "unarmed_death". animatedMesh action
unarmed_react_damage This is a generic reaction to an impact. animatedMesh
unarmed_slash An attack animation that swipes with the characters feet. animatedMesh beginImpact, endImpact
unarmed_spit An attack animation that can be used for ranged attacks, such as spitting a fireball, or an acid spit. Also could be used as a roar/shout. animatedMesh action

Fox

Animation Stances

Unarmed Description Tags Events
unarmed_bind_pose This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. animatedMesh
unarmed_idle_ready A looping idle animation with fists up ready to strike or defend. animatedMesh
unarmed_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
unarmed_run_forward A looping movement animation. animatedMesh leftFootstep, rightFootstep, leftFootstepExtra1, rightFootstepExtra1
unarmed_walk_forward A looping slow movement animation. animatedMesh leftFootstep, rightFootstep, leftFootstepExtra1, rightFootstepExtra1

Play Animations

Unarmed Description Tags Events
unarmed_bite An attack animation featuring a bite. animatedMesh beginImpact, endImpact
unarmed_death A death animation that ends in a cycle of laying on the floor. animatedMesh action, leftFootstep, rightFootstep
unarmed_react_damage This is a generic reaction to an impact. animatedMesh
unarmed_spit An attack animation that can be used for ranged attacks, such as a roar/shout. Also could be used to shoot a fireball, or an acid spit. animatedMesh action

Mecha

Animation Stances

Unarmed Description Tags
unarmed_bind_pose This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. animatedMesh
unarmed_fly_idle_ready A looping idle animation with fists up ready to strike or defend. animatedMesh
unarmed_fly_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
unarmed_fly_move_backward A looping backward movement animation. animatedMesh
unarmed_fly_move_forward A looping forward movement animation. animatedMesh
unarmed_fly_move_left A looping left lateral movement animation. animatedMesh
unarmed_fly_move_right A looping right lateral movement animation. animatedMesh
One-Hand Melee Description Tags
1hand_melee_fly_idle_ready A looping idle animation with weapon ready to strike or defend. animatedMesh
1hand_melee_fly_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
1hand_melee_fly_move_backward A looping backward movement animation. animatedMesh
1hand_melee_fly_move_forward A looping forward movement animation. animatedMesh
1hand_melee_fly_move_left A looping left lateral movement animation. animatedMesh
1hand_melee_fly_move_right A looping right lateral movement animation. animatedMesh
One-Hand Pistol Description Tags
1hand_pistol_fly_idle_ready A looping idle animation with weapon ready to shoot. animatedMesh
1hand_pistol_fly_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
1hand_pistol_fly_move_backward A looping backward movement animation. animatedMesh
1hand_pistol_fly_move_forward A looping forward movement animation. animatedMesh
1hand_pistol_fly_move_left A looping left lateral movement animation. animatedMesh
1hand_pistol_fly_move_right A looping right lateral movement animation. animatedMesh

Play Animations

Unarmed Description Tags Events
unarmed_fly_chest_beam A generic ability animation. Intended to be an attack from the chest or a not directional buff/action. animatedMesh beginImpact, endImpact
unarmed_fly_death The first of 2 death animations for this character. It has the initiaal impact and ends with a looping "fall" animation. This is commonly paired with the Play Animation "unarmed_death_impact" which handles the characters body hitting the ground and coming to rest. animatedMesh
unarmed_fly_death_impact This animation is intended to handle the character hitting the ground after playing Play Animation "unarmed_death". animatedMesh action
unarmed_fly_punch_right A punch animation using the right hand. animatedMesh beginImpact, endImpact
unarmed_fly_react_damage A generic reaction to an impact. animatedMesh
One-Hand Melee Description Tags Events
1hand_melee_fly_right_hand_slash_right An attack animation slashing the weapon from right to left. animatedMesh beginImpact, endImpact
One-Hand Pistol Description Tags Events
1hand_pistol_fly_death The first of 2 death animations for this character. It has the initiaal impact and ends with a looping "fall" animation. This is commonly paired with the Play Animation "unarmed_death_impact" which handles the characters body hitting the ground and coming to rest. animatedMesh
1hand_pistol_fly_death_impact This animation is intended to handle the character hitting the ground after playing Play Animation "unarmed_death". animatedMesh action
1hand_pistol_fly_react_damage A generic reaction to an impact. animatedMesh
1hand_pistol_fly_reload A reload of the firearm weapon. Assumes weapon geometry is attached to the characters "right_prop". animatedMesh beginReload, endReload, load, beginProp, endProp
1hand_pistol_fly_shoot A shooting animation using the firearm. Assumes weapon geometry is attached to the characters "right_prop". animatedMesh

Raptor

Animation Stances

Unarmed Description Tags Events
unarmed_bind_pose This is a single frame animation of what the character looks like in default pose. This is useful for determining default socket locations/distances and rotations. This can be very useful to register geometry when building "costumes" for characters. animatedMesh
unarmed_idle_ready A looping idle animation with fists up ready to strike or defend. animatedMesh
unarmed_idle_relaxed A looping idle animation that is relaxed and comfortable. animatedMesh
unarmed_run_forward A looping movement animation. animatedMesh leftFootstep, rightFootstep
unarmed_walk_forward A looping slow movement animation. animatedMesh leftFootstep, rightFootstep

Play Animations

Unarmed Description Tags Events
unarmed_bite A melee attack animation using the jaws. animatedMesh beginImpact, endImpact
unarmed_claw A melee attack animation using claws. animatedMesh beginImpact, endImpact
unarmed_death A simple death animation animatedMesh action
unarmed_react_damage A generic reaction to an impact. animatedMesh
unarmed_spit An attack animation that could be used for a ranged attack. The intended use was to emit a projectile from the characters mouth (fireball, poison spit, etc). animatedMesh action

How to Turn on Ragdoll

If you want to turn on the ragdoll effect on players, use the following:

player.animationStance = "unarmed_death"
Task.Wait(0.9)
player:EnableRagdoll("lower_spine", .4)
player:EnableRagdoll("right_shoulder", .2)
player:EnableRagdoll("left_shoulder", .6)
player:EnableRagdoll("right_hip", .6)
player:EnableRagdoll("left_hip", .6)

Last update: November 3, 2021