Animations are used to play animations on combatants.
Animations are found in Combatants > Animations.
Playing Animations #
When playing an animation for a combatant, you’ll actually use an organizer type. Combatants will use the animation they have currently assigned to the organizer type.
Here are some examples for organizier types for animations:
- idle
- run
- attack
- defend
- use item
- cast magic
You can play animations of combatant in schematics using a Combatant Animation node.
General Settings #
The general settings of the animations define the default organizer types for different idle and movement animations, as well as death, revive and victory organizer types.
The idle and movement animations play automatically when combatants use auto animations.
Animation Setup #
Animations define how an organizer type animates a combatant.
Unity #
In Unity, animations can be set up for the legacy animation system, Mecanim and custom animation systems (using components). The animation setup can define the animations for all 3, the combatants will automatically use the system it has set up on it’s prefab.
You can add multiple animations to an organizer type, one of them will be used at random. E.g. add multiple animations to a Damage organizer type (that’s used to play a damage animation when a combatant is hit) – each time the combatant is hit it’ll play a different damage animation.
Legacy (Unity) #
The legacy animation system only requires the name of the animation to play it. You have full control on how the animation plays (e.g. Cross Fade) and can optionally set the layer and speed of the animation.
Legacy animation use the Animation component to play animations.
Mecanim (Unity) #
Mecanim animations require you to define the name of the animation state and it’s layer. Beside directly playing or crossfading an animation state, you can add parameters to play or stop animations via their animator controller’s transitions. This largely depends on how the animator controller you’re using for a combatant is set up.
The Mecanim setup allows you to automatically forward the combatant’s movement speed to float parameters of the animator controller. You can also forward roation information in either full degree (float parameter) or 4/8-directional information (int parameter). This can be used to control the combatant’s movement animations based on the forwarded parameters, e.g. feeding them into a blend tree.
Additionally, you can check the active animation state and set parameters depending on it.
Mecanim animations use the Animator component to play animations.
Custom (All Engines) #
Custom animations are available in all game engines.
Use custom animations to integrate your custom animation systems/controllers into ORK. The combatant’s animation setup has to define the name of the animation component it’ll use (attached to the combatant’s prefab).
The animation setup also defines the class and function for playing and stopping animations on the component. You can optionally add parameters to forward information about the animation you want to play. E.g. use a string parameter to define the name of an animation.
Animation Overrides #
Combatants define which animation setup they use as their basis and can optionally use an additional setup in battles (e.g. to use different movement animations in the field and in battle).
Equipment and status effects can override the animation setup. Overriding animations don’t need to define all organizer types used by a combatant’s animations – just those that should change.
E.g. a poison status effect only overrides the Idle organizer type to play a different idle animation while poisoned. This doesn’t affect any other animation
I.e. you don’t have to define all animations in each animation setting.
It’s best to create an animation setting that contains all standard animations of a combatant (for field and battle). If you need to override certain animations (like idle and run in battles), simply create a new animation setting with only those animations defined and use it where it’s needed (e.g. as the combatant’s battle animation).
E.g. a spear and a sword (equipment) each overrides the Attack organizer type, playing different attack animations based on which weapon is equipped.
Playing animations using an organizer types check this order:
- status effects
- equipment
- battle (when in battle)
- base
The first assigned animation is used, e.g. if a status effect overrides the organizer type, that’ll be used. Otherwise it’ll look in equipment, etc. – until an assigned animation is found, or no animation is played if nothing is assigned to an organizer type.

