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This table defines the different animations models can have.
1.12.1.5875
struct AnimationDataRec {
uint32_t m_ID;
stringrefⁱ m_Name;
uint32_t weapon_flags;
uint32_t body_flags;
uint32_t m_Flags;
foreign_keyⁱ<uint32_t, &AnimationDataRec::m_ID> m_Fallback;
foreign_keyⁱ<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;
stringrefⁱ m_Name;
uint32_t m_Flags;
foreign_keyⁱ<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)
|