CfgMoves Config Reference

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Introduction

CfgMoves is the nerve center of all skeletal character animation. The animation of human characters that is - not the simple, procedural animation of objects (e.g. raising/lowering a barrier, opening/closing of an aircraft canopy). CfgMoves has two major sections: Actions and States.

Actions

It is where the character animation state machine is set up. It's a bit confusing that BIS called the animation state handler "Actions", and the actions are called "States", but this is what it is. What this thing does, is configure all the possible animation states (e.g. standing upright with a rifle, kneeling with a pistol, parachuting), and define for each of them which animations can be played in and from that given state. For instance, from the kneeling with a pistol state (PistolKneelActions), you cannot directly go into crawling forward on your stomach with a rifle (even if you have a rifle). First you would have to holster the pistol and grab your rifle, then lie down, or viceversa. Similarly, if you're prone (whether unarmed, or armed with a pistol or rifle), you cannot salute - first you'd have to stand up. What animation can or cannot be played, in what situation, is set up here in Actions. Player input (key presses, clicks) are then directed to this state machine, which interprets them and decides what action/animation the avatar will perform next, according to these rules. Same rules apply to AI players.

States

In this section, each animation file (RTM) has a corresponding entry. Animation properties, such as playback speed, interpolation rules, blending times, collision shapes to use during animation, etc.., are configured here. These animations are the ones referenced in the Actions section above. While Actions represents a complex graph, States is more like a list of items, even though some rules are also set up here (see the ConnectTo[] and InterpolateTo[] properties).

CfgGestures is similar to States, it holds the bone-masked or layered animations introduced in ArmAII. Welcome to reloading-while-running.

A

access

Integer
Description: See CfgVehicles_Config_Reference#access

access = 3;

actions

String
Description: Sets the action class/group to which this state belongs to.

actions = "PistolStandActionsRunR";
actions = "RifleStandActions";
actions = "InjuredManActionsnon_norot";
actions = "SitActions";

aiming

String
Description: This property references BlendAnims class entries to use when aiming up/down. These are sets of named selections, with weights associated to them, defining how much should the bodyparts move while aiming. Notice how for instance aimingDefault[] sets up increasing weights for bones: Spine (0.3), Spine1 (0.4), Spine2 (0.5), Spine3/Head/Neck (0.6}, Shoulders/Upper Arms (0.8) and finally 1 for forearms, hands and weapons. This makes for a smooth arching of the body while aiming.

aiming = "empty";
aiming = "aimingDefault";
aiming = "aimingNo";
aiming = "aimingCivil";
aiming = "aimingLying";
aiming = "aimingPistol";
aiming = "aimingLauncher";

aimingDefault[]

Array
Description: BlendAnims array, see CfgMoves_Config_Reference#aiming above.

aimingDefault[] = {"head", 0.6, "neck1", 0.6, "neck", 0.6, "weapon", 1, "launcher", 1, "LeftShoulder", 0.8, "LeftArm", 0.8, "LeftArmRoll", 1, "LeftForeArm", 1, "LeftForeArmRoll", 1, "LeftHand", 1, "LeftHandRing", 1, "LeftHandPinky1", 1, "LeftHandPinky2", 1, "LeftHandPinky3", 1, "LeftHandRing1", 1, "LeftHandRing2", 1, "LeftHandRing3", 1, "LeftHandMiddle1", 1, "LeftHandMiddle2", 1, "LeftHandMiddle3", 1, "LeftHandIndex1", 1, "LeftHandIndex2", 1, "LeftHandIndex3", 1, "LeftHandThumb1", 1, "LeftHandThumb2", 1, "LeftHandThumb3", 1, "RightShoulder", 0.8, "RightArm", 0.8, "RightArmRoll", 1, "RightForeArm", 1, "RightForeArmRoll", 1, "RightHand", 1, "RightHandRing", 1, "RightHandPinky1", 1, "RightHandPinky2", 1, "RightHandPinky3", 1, "RightHandRing1", 1, "RightHandRing2", 1, "RightHandRing3", 1, "RightHandMiddle1", 1, "RightHandMiddle2", 1, "RightHandMiddle3", 1, "RightHandIndex1", 1, "RightHandIndex2", 1, "RightHandIndex3", 1, "RightHandThumb1", 1, "RightHandThumb2", 1, "RightHandThumb3", 1, "Spine", 0.3, "Spine1", 0.4, "Spine2", 0.5, "Spine3", 0.6};
aimingDefault[] = {};

aimingNo[]

Array
Description: BlendAnims array, see CfgMoves_Config_Reference#aiming above.

aimingNo[] = {};

aimPrecision

Float
Description: Probably goes into accuracy calculations when firing a weapon; the higher the value, the less accurate aiming becomes. Wounded >1, firing upright animations are mostly 1, kneeling is 0.5, and prone values are even lower.

aimPrecision = 5;
aimPrecision = 2;
aimPrecision = 1;
aimPrecision = 0.5;
aimPrecision = 0.3;
aimPrecision = 0.15;

B

binocOff

String
Description: Found in Actions together with binocOn. They define which state is used for bringing up and putting away binoculars.

binocOff = "";
binocOff = "AmovPercMstpSrasWrflDnon";
binocOff = "AmovPknlMstpSrasWrflDnon";
binocOff = "AmovPercMstpSrasWrflDnon";
binocOff = "AmovPpneMstpSrasWrflDnon";

binocOn

String
Description:

binocOn = "";    //No binocs while lying on the ground injured
binocOn = "AwopPknlMstpSoptWbinDnon_rfl";
binocOn = "AwopPercMstpSoptWbinDnon_rfl";
binocOn = "AwopPknlMstpSoptWbinDnon_pst";	
binocOn = "AwopPpneMstpSoptWbinDnon_rfl";

boundingSphere

Float / Boolean
Description: Probably obsolescent, used for character collision detection. For more accurate collision models use collisionShape & Co. Still used in ArmAII for cutscene animations. Sphere collision probably much cheaper than anything else.

boundingSphere = true;
boundingSphere = 1;
boundingSphere = 1.5;
boundingSphere = 8;
boundingSphere = 35;

C

CanNotMove

String
Description: Found in Actions.

CanNotMove = "AmovPpneMstpSrasWrflDnon";

canPullTrigger

Boolean
Description: Self explanatory. While in that animation, the player can fire it's weapon, but his trigger finger will remain extended. The little "finger squeezing the trigger" animation won't play.

canPullTrigger = 1;

Civil

String
Description: Found in Actions, defines what happens to a soldier if he were to lose his weapons and become unarmed.

Civil = "AmovPercMstpSnonWnonDnon";
Civil = "AmovPercMstpSnonWnonDnon_gear";

CivilLying

String
Description: Found in Actions.

CivilLying = "AmovPpneMstpSnonWnonDnon";

collisionGeomCompPattern[]

Array
Description:

collisionGeomCompPattern[] = {1,3,6};

collisionShape

String
Description: Found in States. Path to the collision model to be used during the animation, a special P3D file with only a Geometry LOD in it.

collisionShape = "ca\Anims\Characters\data\Geom\Sdr\Sstanistat_safe_geom.p3d";
collisionShape = "ca\Anims\Characters\data\Geom\Sdr\geom_Adth.p3d";

collisionShapeSafe

String
Description:

collisionShapeSafe = "ca\Anims\Characters\data\Geom\Sdr\sbeh45l_safe_geom.p3d";

collisionVertexPattern[]

Array
Description: Possibly some internal requirement of the collision detection algorithm. The strings represent individual vertices (named selections in the P3D).

collisionVertexPattern[] = {"1a","2a","3a","4a","5a","6a","7a","8a","1c","2c"};
collisionVertexPattern[] = {"1a", "2a", "3a", "4a", "5a", "6a", "7a", "8a", "9a", "10a", "11a", "12a", "13a", "14a", "15a", "16a", "17a", "18a", "19a", "20a", "21a", "22a", "23a", "24a", "25a", "26a", "27a", "28a", "29a", "30a", "31a", "32a", "33a", "34a", "1c", "2c", "3c", "4c", "5c", "6c", "7c", "8c"};

Combat

String
Description: Found in Actions

Combat = "AmovPknlMstpSrasWrflDnon";

connectAs

String
Description: Found in States; Not used in ArmAII/OA anymore.

connectAs = "";

connectFrom[]

Array
Description: Found in States; Not used in ArmAII/OA anymore.

connectFrom[] = {};
connectFrom[] = {"TestSurrender",0.9,"AdthPercMstpSlowWrflDnon_1",0.9};

connectTo[]

Array
Description: Found in States, defines which animations can follow the current one, once it finishes. Although it allows for blending, ideally, the first pose of all animations from connectTo should be identical to the last pose of the current animation.

//AinvPknlMstpSnonWnonDnon_medic0S 
ConnectTo[] = {"AinvPknlMstpSnonWnonDnon_medic", 0.01, "AinvPknlMstpSnonWnonDnon_medic0", 0.01, "AinvPknlMstpSnonWnonDnon_medic1", 0.01, "AinvPknlMstpSnonWnonDnon_medic2", 0.01, "AinvPknlMstpSnonWnonDnon_medic3", 0.01, "AinvPknlMstpSnonWnonDnon_medic4", 0.01, "AinvPknlMstpSnonWnonDnon_medic5", 0.01};
//BasicDriver
ConnectTo[] = {"BasicDriverDying", 1.0};
connectTo[] = {"TestSurrender",0.9,"AdthPercMstpSlowWrflDnon_1",0.9};

Crouch

String
Description: Found in Actions, defines what happens when the AI crouch. There's also PlayerCrouch, which makes different crouching animations possible for players as opposed to AI.

Crouch = "AmovPknlMstpSnonWnonDnon";

D

default

String
Description: Found in Actions, defines the default state for an action.

default = "LadderRifleStatic";

die

String
Description: Found in Actions, defines what animation/state is called when the character dies.

die = "AdthPercMstpSlowWrflDnon_r05";
die = "DeadState";

disableWeapons

Boolean
Description: Found in States, and unlike canPullTrigger, it can prohibit the character from firing his weapon.

disableWeapons = 1;

disableWeaponsLong

Boolean
Description: Found in States, and apparently the only time disableWeaponsLong differs from disableWeapons is when the weapon is lowered (Ctrl doubletap).

//AmovPercMstpSlowWrflDnon
disableWeapons = false;
disableWeaponsLong = true;
disableWeaponsLong = 1;

down

String
Description: Found in Actions, tells what animation to play when hitting the "Go prone" key.

//class RifleBaseStandActions
down = "AmovPpneMstpSrasWrflDnon";
//class RifleProneActions
down = "AmovPercMstpSrasWrflDnon";
//??
down = "LadderRifleDownLoop";

duty

Float
Description: Duty used to mean some mandatory states/actions the character had to reach, before being able to perform a certain animation. Not sure about what this does in ArmA anymore, if anything.

//OFP config
#define RunDuty -0.5
#define WalkDuty -0.7
#define RestDuty -1
#define CrawlDuty -0.0
#define SprintDuty 0.6
duty = -1;
duty = -0.7;
duty = -0.5;
duty = -0.4;
duty = 0.1;
duty = 0.2;
duty = 0.25;
duty = 0.3;
duty = 0.4;
duty = 0.5;
duty = 0.6;
duty = 2;

E

enableAutoActions

Boolean
Description: Found in States. In ArmAII there's a single occurence of it being true: class TestDance.

enableAutoActions = 1;

enableBinocular

Boolean
Description: Found in States, defines whether the character can use binoculars or not.

enableBinocular = 1;
enableBinocular = false; //class CutSceneAnimationBase 
enableBinocular = false; //class AmovPercMrunSnonWbinDf_rfl
enableBinocular = true;  //class AwopPknlMstpSoptWbinDnon_rfl

enableMissile

Boolean
Description: Found in States, similar to disableWeapons. It enables/disables the firing of shoulder launched rockets (RPGs, MANPADS).

enableMissile = true; //class AidlPercMstpSrasWlnrDnon_player_idleSteady01
enableMissile = 1;

enableOptics

Boolean
Description: Found in States, enables/disables looking down the weapon sights.

enableOptics = 1;

equivalentTo

String
Description: Found in States, not sure what it does. The animation class is mostly equivalentTo another one, and oddly, sometimes to itself. Popular with healing, death, idle and cutscene animations.

equivalentTo = "";
class AdthPercMstpSrasWrflDnon_1 : AdthPercMstpSlowWrflDnon_1 {
	file = "\ca\Anims\Characters\data\Anim\Sdr\Dth\Erc\stp\ras\Rfl\AdthPercMstpSrasWrflDnon_1";
	speed = 0.72;
	equivalentTo = "AdthPercMstpSrasWrflDnon_1";
	...
};
equivalentTo = "AmovPsitMstpSlowWrflDnon";

EvasiveBack

String
Description: Found in Actions, along with EvasiveForward, -Left and -Right. They point to the possible evasive animations that can be triggered.

EvasiveBack = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDb";

EvasiveForward

String
Description: See EvasiveBack.

EvasiveForward = "AmovPercMevaSlowWlnrDf";

EvasiveLeft

String
Description: See EvasiveBack.

EvasiveLeft = "AmovPercMrunSlowWrflDf_AmovPercMevaSrasWrflDl";

EvasiveRight

String
Description: See EvasiveBack.

EvasiveRight = "AmovPpneMstpSrasWrflDnon_AmovPpneMevaSlowWrflDr";

F

fastB

String
Description: Found in Actions, Walk- defines the walking animations, Slow- defines the running/jogging and Fast- the sprinting animations. The suffixes mean the following: B (backward), F (forward), L (left strafe), R (right strafe) and a combination of these: RF (45 deg. strafe), RB (135 deg. strafe), LB (225 deg. strafe) and LF (315 deg. strafe).

fastB = "AswmPercMstpSnonWnonDnon";
fastB = "AmovPercMrunSrasWrflDb";

fastF

String
Description: See fastB.

fastF = "AswmPercMsprSnonWnonDf";

fastL

String
Description: See fastB.

fastL = "AswmPercMstpSnonWnonDnon";

fastLB

String
Description: See fastB.

fastLB = "AswmPercMstpSnonWnonDnon";

fastLF

String
Description: See fastB.

fastLF = "AswmPercMsprSnonWnonDf";

fastR

String
Description: See fastB.

fastR = "AswmPercMstpSnonWnonDnon";

fastRB

String
Description: See fastB.

fastRB = "AswmPercMstpSnonWnonDnon";

fastRF

String
Description: See fastB.

fastRF = "AswmPercMsprSnonWnonDf";

file

String
Description: Found in States, points to the RTM animation file.

file = "\ca\Anims\Characters\data\Anim\Wmn\cts\erc\stp\non\non\ActsPercMstpSnonWnonDnon_MarianQ_shot5.rtm";

FireNotPossible

String
Description: Found in Actions.

FireNotPossible = "AmovPpneMstpSrasWrflDnon";

G

getInCar

String
Description: getInCar and getOutCar are found in Actions; they define what animations to call when getting into/out of a car. Similar to getInTank/getOutTank. None of these are really used in the ArmAII config anymore (one exception: class LauncherKneelActions). Instead, getInHigh, -Medium and -Low are used with their respective getOuts. Assigning the different getIn actions for each vehicle is done in CfgVehicles.

getInAction = "GetInCar"; //CfgVehicles
getInCar = "AmovPknlMstpSrasWrflDnon";

GetInHigh

String
Description: See getInCar.

GetInHigh = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInHigh";

GetInLow

String
Description: See getInCar.

GetInLow = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInLow";

GetInMedium

String
Description: See getInCar.

GetInMedium = "AmovPercMstpSnonWnonDnon_AcrgPknlMstpSnonWnonDnon_getInMedium";

getInTank

String
Description: See getInCar.

getInTank = "AmovPknlMstpSrasWrflDnon";

getOutCar

String
Description: See getInCar.

getOutCar = "AmovPknlMstpSrasWrflDnon";

GetOutHigh

String
Description: See getInCar.

GetOutHigh = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutHigh";

GetOutLow

String
Description: See getInCar.

GetOutLow = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutLow";

GetOutMedium

String
Description: See getInCar.

GetOutMedium = "AcrgPknlMstpSnonWnonDnon_AmovPercMstpSrasWrflDnon_getOutMedium";

getOutTank

String
Description: See getInCar.

getOutTank = "AmovPknlMstpSrasWrflDnon";

H

handGunOn

String
Description: Found in Actions, points to the animation to transition to, when the character draws it's pistol. It is not the transition animation itself, where the character brings up the pistol (and puts away his rifle/launcher if he had any), but the end result of that: character standing, aiming with the pistol.

handGunOn = "AmovPercMstpSrasWpstDnon"; //class RifleBaseLowStandActions
handGunOn = "AmovPpneMstpSrasWrflDnon";

hasCollShapeSafe

Boolean
Description:

hasCollShapeSafe = 0;

head

String
Description: Found in States, references BlendAnims class entries. Permits/forbids the character to rotate his head freely. Similar in functionality to aiming.

head = "headDefault";   //class Default
head = "headNo";        //class CutSceneAnimationBase
head = "empty";         //class HaloFreeFall_non

headDefault[]

Array
Description: Found in class BlendAnims, defines a set of bones, with weights associated to each of them.

headDefault[] = {"head", 1, "neck1", 0.5, "neck", 0.5};
headDefault[] = {};

headNo[]

Array
Description: Found in class BlendAnims, always an empty array. Serves for disabling free head movement (independent of the RTM animation).

headNo[] = {};

I

interpolateFrom[]

Array
Description: Found in States, used together with interpolateTo for setting up two-way interpolation rules. interpolateFrom[] however, seems to have fallen in disuse.

interpolateFrom[] = {"TestSurrender",0.9,"AdthPercMstpSlowWrflDnon_1",0.9};

interpolateTo[]

Array
Description: Found in States; defines which animations can interrupt the current one, and how fast blending between the two should be. Typically, animations will play to the end, then another animation will be played. Sometimes though, it's important to be able to just cut the current animation short, and immediately change to a different animation. A good example would be death animations: if the character is half way through "eating a kebab" animation and the kebab explodes in his face, he won't continue munching. Instead he will play a death animation and fall to the ground right away. To make the cut between the two animation less visually jarring, a couple of frames of transition/interpolation is provided, the length of which is what the numerical values stand for.

interpolateTo[] = {"AinvPknlMstpSlayWrflDnon",0.01,"AinvPknlMstpSlayWrflDnon_1",0.01,"AinvPknlMstpSnonWnonDnon_1",0.01,"AinvPknlMstpSnonWnonDnon_2",0.01,"AinvPknlMstpSnonWnonDnon_3",0.01,"AinvPknlMstpSnonWnonDnon_4",0.01,"AdthPknlMstpSnonWnonDnon_inventory",0.1};

interpolateWith[]

Array
Description: Found in States, disused.

interpolateWith[] = {"BasicDriver",0.02};

interpolationRestart

Boolean
Description: Found in States, true mostly for transition animations.

interpolationRestart = false;    //Default
interpolationRestart = true;     //DefaultDie
interpolationRestart = 2;

interpolationSpeed

Float
Description: Found in States.

interpolationSpeed = 200;    //AidlPercMstpSrasWrflDnon_aiming01, AdthPercMstpSrasWrflDnon_rS0 
interpolationSpeed = 30.5;   //AmovPercMstpSlowWrflDnon_player_idleSteady01
interpolationSpeed = 6;      //Default
interpolationSpeed = 0.5;    //AmovPknlMstpSrasWrflDnon_AmovPercMsprSrasWrflDf_2
interpolationSpeed = 0.1;    //AinjPfalMstpSnonWrflDnon_carried_Up

J

JumpOff

String
Description: Found in Actions, disused.

JumpOff = "";

K

L

ladderOff

String
Description: Found in States, defines what animation to switch to when letting go of the ladder.

ladderOff = "AmovPercMstpSnonWnonDnon";

ladderOffBottom

String
Description: Found in States, defines what animation to switch to when letting go of the ladder, having reached the bottom of it.

ladderOffBottom = "LadderRifleDownOff";

ladderOffTop

String
Description: Found in States, defines what animation to switch to when letting go of the ladder, having reached the top of it.

ladderOffTop = "LadderRifleTopOff";

ladderOnDown

String
Description: Found in States, defines what animation to switch to when getting onto the bottom of the ladder.

ladderOnDown = "LadderRifleOn";

ladderOnUp

String
Description: Found in States, defines what animation to switch to when getting onto the top of the ladder.

ladderOnUp = "LadderRifleOn";

leaning

String
Description: Found in both Actions and States, references BlendAnims class entries. Defines how much each bone/bodypart should be influenced when leaning. Leaning, similar to aiming, is not an animation played back from a file. It's procedural, if you will, and so needs extra setting up in the config to look it's best.

leaning = "leaningDefault";    //Default
leaning = "aimingLying";       //AmovPpneMstpSrasWrflDnon_injured
leaning = "empty";             //class AmovPpneMrunSlowWrflDf - disables leaning while prone

leaningCorrectionAngleBeg

Float
Description: Not used in ArmAII, appearing only once in ArmAI config, where both leaningCorrectionAngleBeg and leaningCorrectionAngleEnd are zero.

leaningCorrectionAngleBeg = 0;
leaningCorrectionAngleEnd = 0;

leaningFactorBeg

Float
Description: Found in States, leaningFactorBeg sets how much influence leaning has at the start of an animation while leaningFactorEnd takes care of the end. If the two values differ, leaning is blended in or out during the animation.

leaningFactorBeg = 1; //StandBase
leaningFactorEnd = 1;
leaningFactorBeg = 0;  //SprintBaseDf
leaningFactorEnd = 0;
leaningFactorBeg = 0.5;  //AmovPknlMstpSrasWlnrDnon - limited (half) leaning with launcher
leaningFactorEnd = 0.5;
leaningFactorBeg = 0.75;  //AmovPercMwlkSlowWrflDf - limited leaning while walking with rifle raised
leaningFactorEnd = 0.75;
leaningFactorBeg = 1;    //amovpercmstpsraswrfldnon_amovpercmstpsraswlnrdnon
leaningFactorEnd = 0.5;
leaningFactorBeg = 1;    //AmovPercMstpSrasWrflDnon_AmovPpneMstpSrasWrflDnon
leaningFactorEnd = 0;    // -transition betwen a state with full leaning to one where leaning is forbidden-

leaningFactorEnd

Float
Description: See above.

leaningFactorEnd = 0.75;

leaningFactorZeroPoint

Float
Description: Appears only once in both ArmAI/II, no variation across States or Actions.

leaningFactorZeroPoint = -1;

leanLRot

Float
Description: Found in Actions, sets the amount of lean possible, the angle of leaning. With a value of 1, the character will lean about 70 degrees off vertical, looking like it just broke it's back, so the more reasonable amount to lean is about half of that. Doctor's orders.

leanLRot = 0;      //NoActions, RifleProneActions
leanLRot = 0.5;    //RifleBaseLowStandActions
leanLRot = 0.57;   //CivilStandActions

leanLShift

Float
Description: Found in Actions. In addition to tilting the upper body during leaning, it's also possible to move it into the lean. Typical values are very small, anything else will produce excessive deformations of the model.

leanLShift = 0;       //class RifleProneActions
leanLShift = 0.01;    //class RifleBaseLowStandActions
leanLShift = 0.07;    //class CivilStandActions

leanRRot

Float
Description: See leanLRot.

leanRRot = 0.57;

leanRShift

Float
Description: See leanLShift.

leanRShift = 0.01;

leftHandIKBeg

Boolean
Description: Found in States, appeared in ArmAI, complemented/superseeded in ArmAII by leftHandIKCurve[]. These properties set whether at the beginning and end of the animation, IKs for both arms are enabled or not. left/right-HandIKCurve[] allows for a more complex and detailed control of FK/IK blending.

Typical uses:
leftHandIKBeg = true;
leftHandIKCurve[] = {1};
leftHandIKEnd = true;
leftHandIKBeg = false;
leftHandIKCurve[] = {};
leftHandIKEnd = false;
leftHandIKBeg = false;
leftHandIKCurve[] = {0, 1, 0.075, 0, 0.725, 0, 0.8, 1};
leftHandIKEnd = false;
leftHandIKBeg = false;
leftHandIKCurve[] = {0.05, 1, 0.125, 0, 0.6, 0, 0.675, 1};
leftHandIKEnd = true;

leftHandIKEnd

Boolean
Description: See above.

leftHandIKEnd = 0;

leftHandIKCurve

Array
Description: As the name suggests, this array describes the curve controlling FK/IK blending on the left arm. Every pair of values describe a 2D point, with the first number representing time (horizontal) and the second being the weight (vertical). Time ranges from 0-1, where 0 is animation start, 0.5 is half way, and 1 the end. Weight also ranges from 0-1, where 0 means animation is taken from RTM file (FK) and IK is disabled, 0.6 meaning a 40% blend of FK and 60% IK, and 1 is 100% IK. Let me interpret the last example below (the long one). The curve has 4 points [0, 1], [0.05, 0], [0.95, 0] and [1, 1]. When the animation starts playing, the IK takes full effect, but is gradually disabled by point #2. It stays disabled until point #3 towards the end, when it's weight starts climbing again. At the end, at point #4, the IK is fully on again, overriding all FK.

leftHandIKCurve[] = {};                                //IK OFF.
leftHandIKCurve[] = {1};                               //IK fully ON.
leftHandIKCurve[] = {0.1, 1, 0.15, 0};                 //IK fully ON one-tenth into the animation, but disabled soon afterwards.
leftHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};    //IK ON at start, but soon disabled. Re-enabled towards the end.

legs

String
Description: Found in States, references BlendAnims class entries. Used for deforming the character on sloping surfaces (hillside, stairs, etc..). Most of the RTM animations have been recorded in a motion capture studio, on a perfectly flat floor. When standing on a slope, the character would normally have one foot sinking into the ground, while the other would be hanging in the air. So BIS devised this system for deforming the bodyparts that have contact with the ground. When standing upright, it's just the legs. When prone, it's most, if not the whole body. Like everything else in BlendAnims, it's a list of bones, with weights (amount of influence) associated.

legs = "legsDefault";        //Deafault
legs = "legsNo";             //DefaultDie
legs = "legsLyingAiming";    //AmovPpneMstpSrasWrflDnon_injured
legs = "Wholebody";          //AmovPpneMstpSnonWnonDnon
legs = "empty";              //HaloFreeFall_non

legsDefault[]

Array
Description: BlendAnims class entry. see above.

legsDefault[] = {"LeftUpLeg", 0.9, "LeftUpLegRoll", 0.9, "LeftLeg", 0.95, "LeftLegRoll", 0.95, "LeftFoot", 1, "LeftToeBase", 1, "RightUpLeg", 0.9, "RightUpLegRoll", 0.9, "RightLeg", 0.95, "RightLegRoll", 0.95, "RightFoot", 1, "RightToeBase", 1};

legsNo[]

Array
Description: Always empty BlendAnims class entry, see legs above. Disables all deformations on contact with land. Death animations are a typical case.

legsNo[] = {};

limitFast

Float
Description: Found in Actions, used for limiting the slow.. movements, although the names suggests a limiting of fast...

limitFast = 0.5;    //RifleProneActions_injured
limitFast = 2;      //SwimmingActions
limitFast = 4;      //class CivilStandActions, SwimmingFastActions
limitFast = 5;      //NoActions
limitFast = 5.5;    //RifleBaseLowStandActions

limitGunMovement

Boolean
Description: Found in States.

limitGunMovement = false;    //HealBase
limitGunMovement = false;    //SprintBaseDf
limitGunMovement = 0.1;      //AmovPercMstpSnonWnonDnon
limitGunMovement = 0.3;      //AovrPercMstpSlowWrflDf
limitGunMovement = 0.6;      //AmovPercMwlkSlowWpstDnon_transition
limitGunMovement = true;     //Default

looped

Boolean
Description: Found in States, sets whether the current animation should start over once it's finished. Loop, that is.

looped = 1;

Lying

String
Description: Found in Actions, points to the animation to play for the "Prone with weapon" situation. CivilLying is the unarmed equivalent.

Lying = "AmovPpneMstpSnonWnonDnon";

M

medic

String
Description: Found in Actions, points to the animation to be used by a medic when triggering the "Heal.." action.

medic = "AinvPknlMstpSlayWrflDnon_medic";

N

O

onLadder

Boolean
Description:

onLadder = 1;

onLandBeg

Boolean
Description:

onLandBeg = 1;

onLandEnd

Boolean
Description:

onLandEnd = 1;

P

PlayerCrouch

String
Description:

PlayerCrouch = "AmovPknlMstpSrasWlnrDnon";

PlayerProne

String
Description:

PlayerProne = "AmovPpneMstpSnonWnonDnon";

PlayerStand

String
Description:

PlayerStand = "AwopPercMstpSoptWbinDnon_rfl";

predictSpeedCoef

Float
Description:

predictSpeedCoef = 1;

preload

Boolean
Description:

preload = 1;

primaryActionMaps[]

Array
Description:

primaryActionMaps[] = {"DeadActions","LauncherKneelActions","BinocProneRflActions","BinocProneCivilActions","RifleProneActions","PistolProneActions","RifleKneelActions","PistolKneelActions","RifleStandActions","PistolStandActions","RifleLowStandActions","SwimmingActions","CivilStandActions","BinocKneelRflActions","BinocStandRflActions"};

putDown

String
Description:

putDown = "AmovPpneMstpSrasWrflDnon";

PutDownEnd

Float
Description:

PutDownEnd = "";

Q

R

reloadAT

String
Description:

reloadAT = "LauncherReloadKneel";

reloadMagazine

String
Description:

reloadMagazine = "WeaponMagazineReloadStand";

reloadMGun

String
Description:

reloadMGun = "AmovPpneMstpSrasWrflDnon";

reloadMortar

String
Description:

reloadMortar = "AmovPpneMstpSrasWrflDnon";

relSpeedMax

Float
Description:

relSpeedMax = 0.6;

relSpeedMin

Float
Description:

relSpeedMin = 0.5;

rightHandIKBeg

Boolean
Description:

rightHandIKBeg = 1;

rightHandIKEnd

Boolean
Description:

rightHandIKEnd = 1;

rightHandIKCurve

Array
Description: See CfgMoves_Config_Reference#leftHandIKCurve.

rightHandIKCurve[] = {};                                //IK OFF.
rightHandIKCurve[] = {1};                               //IK fully ON.
rightHandIKCurve[] = {0.1, 1, 0.15, 0};                 //IK fully ON one-tenth into the animation, but disabled soon afterwards.
rightHandIKCurve[] = {0, 1, 0.05, 0, 0.95, 0, 1, 1};    //IK ON at start, but soon disabled. Re-enabled towards the end.

S

salute

String
Description:

salute = "AmovPercMstpSlowWrflDnon";

showHandGun

Boolean
Description:

showHandGun = 1;

showItemInHand

Boolean
Description:

showItemInHand = 1;

showItemInRightHand

Boolean
Description:

showItemInRightHand = 0;

showWeaponAim

Boolean
Description:

showWeaponAim = 1;

sitDown

String
Description:

sitDown = "AmovPsitMstpSnonWpstDnon_ground";

skeletonName

String
Description:

skeletonName = "OFP2_ManSkeleton";

slowB

String
Description:

slowB = "AmovPercMrunSlowWlnrDb";

slowF

String
Description:

slowF = "AmovPercMevaSlowWlnrDf";

slowL

String
Description:

slowL = "AmovPercMrunSlowWlnrDl";

slowLB

String
Description:

slowLB = "AmovPercMrunSlowWlnrDbl";

slowLF

String
Description:

slowLF = "AmovPercMrunSlowWlnrDfl";

slowR

String
Description:

slowR = "AmovPercMrunSlowWlnrDr";

slowRB

String
Description:

slowRB = "AmovPercMrunSlowWlnrDbr";

slowRF

String
Description:

slowRF = "AswmPercMrunSnonWnonDf";

soundEdge1

Float
Description:

soundEdge1 = 0.45;

soundEdge2

Float
Description:

soundEdge2 = 1;

soundEnabled

Boolean
Description:

soundEnabled = 1;

soundOverride

String
Description:

soundOverride = "bodyfall";

speed

Float
Description:

speed = 0.00833333;

Stand

String
Description:

Stand = "AmovPknlMstpSrasWrflDnon";

startSwim

String
Description:

startSwim = "AswmPercMrunSnonWnonDf";

stop

String
Description:

stop = "AinvPknlMstpSlayWrflDnon";

stop

String
Description:

stop = "AwopPercMstpSoptWbinDnon_non";

StopRelaxed

String
Description:

StopRelaxed = "AidlPercMstpSlowWrflDnon01";

stopSwim

String
Description:

stopSwim = "AmovPercMstpSnonWnonDnon";

StrokeFist

Float
Description:

StrokeFist = "";

strokeGun

String
Description:

strokeGun = "AmovPercMstpSnonWnonDnon";

T

takeFlag

String
Description:

takeFlag = "AinvPknlMstpSlayWrflDnon";

terminal

Boolean
Description:

terminal = 1;

TestDriver

String
Description:

TestDriver = "BasicDriver";

TestDriverOut

String
Description:

TestDriverOut = "BasicDriverOut";

TestGunner

String
Description:

TestGunner = "BasicSittingGunner";

throwGrenade

String
Description:

throwGrenade = "AmovPercMrunSlowWpstDf_AmovPercMstpSrasWpstDnon_gthThrow";

transitionsDisabled[]

Array
Description:

transitionsDisabled[] = {};

transitionsInterpolated[]

Array
Description:

transitionsInterpolated[] = {};

transitionsSimple[]

Array
Description:

transitionsSimple[] = {};

treated

String
Description:

treated = "AinvPknlMstpSlayWrflDnon_healed";

turnL

String
Description:

turnL = "AmovPercMstpSlowWrflDnon_turnL";

turnLRelaxed

String
Description:

turnLRelaxed = "AmovPercMstpSlowWrflDnon_turnL";

turnR

String
Description:

turnR = "AmovPpneMstpSrasWrflDnon_turnR";

turnRRelaxed

String
Description:

turnRRelaxed = "AmovPpneMstpSrasWrflDnon_turnR";

turnSpeed

Float
Description:

turnSpeed = 0.1;

U

untiltWeapon

String
Description:

untiltWeapon = "untiltWeaponDefault";

untiltWeaponDefault[]

Array
Description:

untiltWeaponDefault[] = {};

up

String
Description:

up = "AmovPercMstpSnonWnonDnon";

upDegree

String
Description:

upDegree = "ManPosBinoc";

useFastMove

Boolean
Description:

useFastMove = 1;

V

variantAfter[]

Array
Description:

variantAfter[] = {20,40,100};

variantsAI[]

Array
Description:

variantsAI[] = {"AidlPpneMstpSrasWrflDnon0S",0.7,"AidlPpneMstpSrasWrflDnon01",0.1,"AidlPpneMstpSrasWrflDnon02",0.1,"AidlPpneMstpSrasWrflDnon03",0.1};

variantsPlayer[]

Array
Description:

variantsPlayer[] = {"AdthPercMrunSlowWlnrDf_1",0.5,"AdthPercMrunSlowWlnrDf_2",0.5};

visibleSize

Float
Description:

visibleSize = 0.25;

W

walkB

String
Description:

walkB = "AmovPercMwlkSlowWrflDb";

walkF

String
Description:

walkF = "AmovPercMevaSlowWlnrDf";

walkL

String
Description:

walkL = "AmovPercMwlkSlowWrflDl";

walkLB

String
Description:

walkLB = "AmovPercMwlkSlowWrflDbl";

walkLF

String
Description:

walkLF = "AswmPercMwlkSnonWnonDf";

walkR

String
Description:

walkR = "AmovPpneMrunSnonWnonDr";

walkR

String
Description:

walkR = "AswmPercMstpSnonWnonDnon";

walkRB

String
Description:

walkRB = "AmovPercMwlkSlowWrflDbr";

walkRF

String
Description:

walkRF = "AmovPercMwlkSlowWrflDfr";

weaponOff

String
Description:

weaponOff = "AmovPercMstpSnonWnonDnon";

weaponOn

String
Description:

weaponOn = "AmovPknlMstpSrasWlnrDnon";

X

Y

Z

Namespace of anim classes and files

A...P...M...S...W...D[_A...P...M...S...W...D][_Comment]

A: Description of the animation type, ie: mov for movement, cts for cutscene
P: Stance: erc for erected, knl for kneel, pne for prone
M: Speed of animation: stp for stopped, wlk for walk, run for runnin, eva for evasive
S: Weapon holding: low for lowered, ras for raised
W: Weapon: non for unarmed, pst for pistol, lnr for launcher, rfl for rifle.
D: Direction of movement: non for no direction, f for forward, etc.

If there is a second movement definition named [_A...P...M...S...W...D] after the first one, the animation is a transition from the first animation to the second.

[_Comment]: additional comments, if required

Example:

AmovPpneMstpSnonWnonDnon

means: Movement - Prone - Stopped - civil (no weapon) - no direction (due to being static)