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).
Running state animation | |
---|---|
Blacksmith's anvil state 0 animation | |
---|---|
Transition
t_
is used for transition animations. These animations are played when transitioning from one state to another.
Transition from running to sneaking | |
---|---|
Transition for blacksmith's anvil standing to state 0 | |
---|---|
Random
r_
is used for random animations. These are non-looping animations that can be played randomly, often used for idle behaviors or actions.
Random scratching head animation | |
---|---|
Combined
c_
is used for parts of combined animation that are later combined with aniComb
in MDS files