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ORK 4 Documentation

  • Getting Started
    • Welcome
    • First Steps (Unity)
  • Features
    • The Status System
    • Schematics
    • Schematic Nodes
    • Dialogue Importer
    • Variables
    • Selected Data
  • Components
    • Battle Components
    • Combatant Components
    • Control Components
    • Cursor Prefab Components
    • Game Starters
    • Interactable Components
    • Move AI Components
    • Scene Setup Components
  • Editor
    • The ORK 4 Editor
    • Sections & Sub-Sections
    • Node Editor
    • Schematic Editor
    • Asset Sources
    • Unity Overlay Toolbar
  • Section: System
    • System Settings
    • Languages
    • Organizer Types
    • Game States & Conditions
    • General Condition Templates
    • Object Pools
    • Prefab Savers
    • Scene Connections
  • Section: Controls
    • Game Controls
    • Interaction Settings
    • Player Controls
    • Camera Controls
    • Input Keys
    • Control Maps
    • Camera Positions
    • Battle Camera
  • Section: Gameplay
    • Game Settings
    • Formulas
    • Difficulties
    • Shortcut Slots & Settings
    • Custom Settings & Global Custom Settings
    • Global Machines
    • Machine Templates
  • Section: Status
    • Status Values
    • Status Effects
    • Attack Modifiers
    • Defence Modifiers
    • Abilities & Ability Developments
    • Status Developments
    • Research Trees
    • Damage Types
    • Status Bonuses & Templates
    • Status Condition Templates
  • Section: Inventory
    • Inventory Settings
    • Inventory Containers
    • Currencies
    • Items
    • AI Rulesets
    • Crafting Recipes
    • Equipment Slots & Slot Set Templates
    • Equipment & Available Equipment Templates
    • Shops
    • Loot
  • Section: Combatants
    • Combatants
    • Combatant Groups
    • Class Slots
    • Classes
    • Factions & Faction Benefits
    • Animations
    • Move AIs
    • Formations
    • Action Combos
  • Section: Battles
    • Battle Systems
    • Turn Based Battles
    • Active Time Battles
    • Real Time Battles
    • Phase Battles
    • Battle Spots
    • Battle AIs
    • Battle Actions Settings
    • Special Commands Settings
    • Target Settings
    • Target Selection Templates
    • Battle Range Templates
    • Battle Grid Settings
    • Battle Grid Highlights
    • Battle Grid Cell Types
    • Battle Grid Formations
  • Section: Content
    • Content Types
    • Music
    • Sound Templates
    • Areas
    • Teleports
    • Quests & Quest Tasks
    • Logs & Log Texts
    • Object Contents
  • Section: UI
    • UI Settings
    • UI Layers
    • UI Layouts
    • UI Boxes
    • HUDs
    • Notifications
    • Cursor Settings
  • Section: Menus
    • Start Menu
    • Save Game Settings
    • Option Categories
    • Menu Screens
    • Menu Requirements
    • Battle Menus
    • Loot Dialogues
    • Item Collection
    • Combatant Selections
    • Quantity Selections
    • Shop Layouts
  • Section: Texts
    • Text Settings
    • Formatting Settings
    • Flying Texts
    • Use Cost Display
    • Status Preview Display
    • Bonus Display
    • Status Change Display
    • Console Settings & Console Types
    • Text Codes
  • Sections: Editor
    • Editor Settings
    • Backups
    • Variables
    • Plugins
  • Scripting
    • Access Handler
    • Custom Nodes
    • Custom Save Data
    • Custom Component Save Data

ORK 4 Tutorials

  • ORK 4 Unity Quickstart Tutorials (3D)
    • ORK 4 Unity Quickstart 3D
    • 01 Initial ORK Setup
    • 02 Player Setup
    • 03 Music & Scenes
    • 04 UI System Setup
    • 05 UI Boxes
    • 06 Flying Texts
    • 07 Status Values
    • 08 Status Effects
    • 09 First Abilities
    • 10 Fighter Setup
    • 11 First Enemies & Battle AI
    • 12 Battle System Setup
    • 13 Animating Battle Start and End
    • 14 Random Battles
    • 15 Animating Actions
    • 16 Player Battle HUD
    • 17 Elemental Attacks
    • 18 Animating More Actions
    • 19 Inventory & Loot
    • 20 Equipment
    • 21 Loot, Start Equipment & Viewers
    • 22 Magic Abilities
    • 23 Caster Setup
    • 24 More Enemies
    • 25 Start Menu & Save Games
    • 26 Menu Screens
    • 27 Interactions
    • 28 Item Collectors
    • This Is Not The End
    • Quickstart Extended
      • Unity UI: Interaction HUD
  • Schematics Tutorials
    • UI Animation Schematics
  • UI Tutorials
    • Unity UI: Initial Setup
    • Unity UI: Interaction HUD

ORK 4 Extensions

  • Plugins
    • Save Game Compression Plugin
  • Schematic Nodes
    • Footstepper Nodes (Unity)
  • Scripts
    • A* Pathfinding Movement Component (Unity)
    • PolyNav 2D Movement Component (Unity)
    • Cinemachine Camera Control Type (Unity)
    • Rewired Input Key (Unity)
    • Unity Legacy Input Key (Unity)
    • Core GameKit Wrapper (Unity)
    • Pool Boss Wrapper (Unity)
View Categories
  • Guide
  • ORK 4
  • ORK 4 Documentation
  • Section: Combatants

Animations

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:

  1. status effects
  2. equipment
  3. battle (when in battle)
  4. 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.

Table of Contents
  • Playing Animations
  • General Settings
  • Animation Setup
    • Unity
      • Legacy (Unity)
      • Mecanim (Unity)
    • Custom (All Engines)
  • Animation Overrides
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