Human movement animation selection

The logic for selecting walking and running animations for the human actor is stored in \properties\animation_selector\human_walk_selector.set

The system operates on the same principle as a standard Animation Selector. It processes requests whose names correspond to the movement mode names: slow , normal, fast, walk, bow, assault, spot, sneak.

Movement Animation Selector configuration

For each request, the corresponding animations are selected using if-block conditionals and defined in the {walk} block.

Animation selection can also be performed using the FSM counter walk.

Animations may be defined either as a single full‑body animation (anm_single) or as a set of two animations: anm_up — torso (head and arms); anm_down — pelvis and legs.

Movement Animation Selector template

{request_name_movement_mode
    {if <condition>
        {walk wind [single "<anm_single>" | "<anm_up>" "<anm_down>"]}
    }
    [...]
}
[...]

The wind parameter is optional and specifies that the animation should be rewound.

Example: movement selection with specified animations
{if human_stuff holding "2hands"
    {walk single "walk_2hand"}
}
Example: selecting by FSM counter walk
{if human_stuff holding "rifle"
    {switch_by_counter "walk"
        {pick 1
            "run_rifle_up" "run_rifle_down"
        }
        {pick 2
            single "run_rifle"
        }
    }
}

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