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			69 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			YAML
		
	
	
	
	
	
			
		
		
	
	
			69 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			YAML
		
	
	
	
	
	
| # This is the default OpenMW animation blending config file (global config) , will affect NPCs and creatures but not animated objects.
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| # If you want to provide an animation blending config for your modded animations - DO NOT override the global config in your mod.
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| # For details on how to edit and create your own blending rules, see https://openmw.readthedocs.io/en/latest/reference/modding/animation-blending.html
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| 
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| blending_rules:
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|   # General blending rule, any transition that will not be caught by the rules below - will use this rule
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|   - from: "*"
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|     to: "*"
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|     easing: "sineOut"
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|     duration: 0.25
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|   # From anything to sneaking
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|   - from: "*"
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|     to: "idlesneak*"
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|     easing: "springOutWeak"
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|     duration: 0.4
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|   - from: "*"
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|     to: "sneakforward*"
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|     easing: "springOutWeak"
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|     duration: 0.4
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|   # From any to preparing for an attack swing (e.g "weapononehanded: chop start").
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|   # Note that Rules like *:chop* will technically match any weapon attack animation with
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|   # an animation key beginning on "chop". This includes attack preparation, attack itself and follow-through.
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|   # Yet since rules below this block take care of more specific transitions - most likely this block will
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|   # only affect "any animation"->"attack swing preparation".
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|   - from: "*"
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|     to: "*:shoot*"
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|     easing: "sineOut"
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|     duration: 0.1
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|   - from: "*"
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|     to: "*:chop*"
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|     easing: "sineOut"
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|     duration: 0.1
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|   - from: "*"
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|     to: "*:thrust*"
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|     easing: "sineOut"
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|     duration: 0.1
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|   - from: "*"
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|     to: "*:slash*"
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|     easing: "sineOut"
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|     duration: 0.1
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|   # From preparing for an attack swing (e.g "weapononehanded: chop start") to an attack swing (e.g "weapononehanded: chop max attack").
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|   - from: "*:*start"
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|     to: "*:*attack"
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|     easing: "sineOut"
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|     duration: 0.05
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|   # From a weapon swing to the final follow-through
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|   - from: "*"
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|     to: "*:*follow start"
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|     easing: "linear"
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|     duration: 0
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|   # Sharper out of jumping transition, so bunny-hopping looks similar to vanilla
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|   - from: "jump:start"
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|     to: "*"
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|     easing: "sineOut"
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|     duration: 0.1
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|   # Inventory doll poses don't work with transitions, so 0 duraion.
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|   - from: "*"
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|     to: "inventory*"
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|     easing: "linear"
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|     duration: 0
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|   - from: "inventory*"
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|     to: "*"
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|     easing: "linear"
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|     duration: 0
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|   # Transitions from a no-state are always instant
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|   - from: ""
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|     to: "*"
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|     easing: "linear"
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|     duration: 0
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