DB/AnimationData: Difference between revisions

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Known m_Flags:
Known m_Flags:
   ANIM_FLAG_UNK1                = 0x1    // 1 - Unk. Frequently used.
   ANIM_FLAG_UNK1                = 0x1    // 1 - Animation used for Emotes
   ANIM_FLAG_UNK2                = 0x2    // 2 - Unk. Frequently used.
   ANIM_FLAG_UNK2                = 0x2    // 2 - Animation used for Spells
   ANIM_FLAG_UNK3                = 0x4    // 4
   ANIM_FLAG_UNK3                = 0x4    // 4 - Hide Weapons
   ANIM_FLAG_UNK4                = 0x8    // 8  
   ANIM_FLAG_UNK4                = 0x8    // 8 - Fallback Plays Backwards
   ANIM_FLAG_UNK5                = 0x10  // 16  
   ANIM_FLAG_UNK5                = 0x10  // 16 - Fallback Holds Last Frame
   ANIM_FLAG_UNK6                = 0x20  // 32
   ANIM_FLAG_UNK6                = 0x20  // 32 - Load Only on Demand
   ANIM_FLAG_UNK7                = 0x40  // 64
   ANIM_FLAG_UNK7                = 0x40  // 64 - Fallback to Variation Zero
   ANIM_FLAG_UNK8                = 0x80  // 128
   ANIM_FLAG_UNK8                = 0x80  // 128 - Never allow spine/head twist
   ANIM_FLAG_UNK9                = 0x100  // 256
   ANIM_FLAG_UNK9                = 0x100  // 256 - Force pitch and roll to track ground surface
   ANIM_FLAG_UNK10              = 0x200  // 512
   ANIM_FLAG_UNK10              = 0x200  // 512
   ANIM_FLAG_RETAIN_SHEATH      = 0x400  // 1024 - Sheath-state is kept while animation
   ANIM_FLAG_RETAIN_SHEATH      = 0x400  // 1024 - Move Weapons to Sheath
   ANIM_FLAG_FORCE_WEAP_WITHDRAW = 0x800  // 2048 - Overrides sheath-state to "withdrawn"
   ANIM_FLAG_FORCE_WEAP_WITHDRAW = 0x800  // 2048 - Move Melee Weapons to Hand
   ANIM_FLAG_FORCE_WEAP_DRAW    = 0x1000 // 4096 - Overrides sheath-state to "drawn"
   ANIM_FLAG_UNK13              = 0x1000 // 4096 - Scale to Ground


==Legion==
==Legion==

Latest revision as of 22:50, 25 August 2021

This table defines the different animations models can have.

1.12.1.5875

struct AnimationDataRec {
  uint32_t m_ID;
  stringref m_Name;
  uint32_t weapon_flags;
  uint32_t body_flags;
  uint32_t m_Flags;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_Fallback;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> previous;
};

Wrath

3.3.5.12340

Table

Column Field Type Notes
1 ID Integer
2 Name String
3 WeaponFlags Integer 0: weapon untouched/non-affected; 4, 16: weapon puts back automatically(either somehow different ?); 32: pull weapons out during animation.
4 BodyFlags Integer Flags of some sort.
5 Flags Integer
Removed Unknown Integer 2.* only.
6 Fallback_AnimationData.ID iRefID The animation, preceeding this one.
7 BehaviorID Integer Same as ID for normal animations. (WotLK)
8 BehaviorTier Integer 0 for normal, 3 for fly. (WotLK)

Warlords

6.0.1.18179, 6.2.4.21742

Struct

struct AnimationDataRec {
  uint32_t m_ID;
  stringref m_Name;
  uint32_t m_Flags;
  foreign_key<uint32_t, &AnimationDataRec::m_ID> m_Fallback;
  uint32_t m_BehaviorID;
  uint32_t m_BehaviorTier;
};

Known m_Flags:

  ANIM_FLAG_UNK1                = 0x1    // 1 - Animation used for Emotes	
  ANIM_FLAG_UNK2                = 0x2    // 2 - Animation used for Spells	
  ANIM_FLAG_UNK3                = 0x4    // 4 - Hide Weapons	
  ANIM_FLAG_UNK4                = 0x8    // 8 - Fallback Plays Backwards	
  ANIM_FLAG_UNK5                = 0x10   // 16 - Fallback Holds Last Frame	
  ANIM_FLAG_UNK6                = 0x20   // 32 - Load Only on Demand	
  ANIM_FLAG_UNK7                = 0x40   // 64 - Fallback to Variation Zero	
  ANIM_FLAG_UNK8                = 0x80   // 128 - Never allow spine/head twist	
  ANIM_FLAG_UNK9                = 0x100  // 256 - Force pitch and roll to track ground surface	
  ANIM_FLAG_UNK10               = 0x200  // 512
  ANIM_FLAG_RETAIN_SHEATH       = 0x400  // 1024 - Move Weapons to Sheath
  ANIM_FLAG_FORCE_WEAP_WITHDRAW = 0x800  // 2048 - Move Melee Weapons to Hand
  ANIM_FLAG_UNK13               = 0x1000 // 4096 - Scale to Ground

Legion

7.0.1.21737

Table

Column Field Type Notes
1 ID Integer
2 Name String
3 Flags Int
4 Fallback iRefID The animation, preceding this one.
5 BehaviorID Integer Same as ID for normal animations. (WotLK)
6 BehaviorTier Integer 0 for normal, 3 for fly. (WotLK)