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Animation naming conventions

Animations in ZenGin follow a simple naming convention that helps to identify the purpose of each animation.

Type

The animation prefix indicates a type of animation.

State

s_ is used for state animation. It is usually a looping animation that represents a character's state (e.g., standing, walking, running).

s_<state_name>
Examples
Running state animation
s_Run
Blacksmith's anvil state 0 animation
s_BSANVIL_S0

Transition

t_ is used for transition animations. These animations are played when transitioning from one state to another.

t_<from_state>_2_<to_state>
Examples
Transition from running to sneaking
t_Run_2_Sneak
Transition for blacksmith's anvil standing to state 0
t_BSANVIL_Stand_2_S0

Random

r_ is used for random animations. These are non-looping animations that can be played randomly, often used for idle behaviors or actions.

r_<action_name>
Examples
Random scratching head animation
r_ScratchHead

Combined

c_ is used for parts of combined animation that are later combined with aniComb in MDS files

c_<anim_name>_<number>
Examples
Bow aiming
1
2
3
4
c_bow_1
c_bow_2
...
s_bowAim <- final animation