motion

Overview

This block plays a motion on the target entity.

Inputs


activateStarts playing a motion.
deactivateStops playing the motion.

Outputs

finishFires an event after the motion has successfully played.
failFires an event, if the motion was interrupted or couldn't be played for some reason. A motion can be interrupted by other motions or various AI behaviors.

Refs

TargetTarget the entity to play the motion on.

Properties

Preview
ModelLets you select a model you wish to play the motion on. By default, the model is taken from the target object but in some rare cases you may want to set it manually. For example, if your target entity doesn't have a model on game start. The list of available motions will depend on the model you select. For example, you can't play motions that were made for a dog skeleton on a human model and vice versa.
Animation
NameThe name of the motion to play.
Bone Part NameThe part of the skeleton to play the motion on. For example, you may want to play a smoking animation on a sitting NPC. To do this, you can play a "sitting" animation on the NPC's lower body and the "smoking" animation on the NPC's upper body. Note that this will only work, if the "Overlay" option is enabled (see below).
BlendOverrides the multiplier of the motion mixing speed. A value between 0 and 10. The value of 1 is equal to one second of mixing. A smaller value means longer mixing. Applies only to the entity without an AS.
SpeedThe speed at which to play the motion.
Force LoopedThis option lets you override the default loop mode of your selected motion. None = use default motion parameters (specific for each motion). Not looped = never loop the motion. Looped = always loop the motion. Note that looped motions don't fire Finish events.
OverlayThis lets you overlay the motion over a specific bone part.
Inverted Plays a motion backward. Applicable only to entities without an AS.
Speed Replace

Affects the speed of a motion playback. If enabled, uses the Speed value as the motion speed, otherwise, the final speed is the multiplication of the Speed value and the predefined motion speed. Applicable only to entities without an AS.

Sync First MotionForces an AS to rewind to the current time. Use only if you have troubles with motion synchronization.

Usage examples

In this example, we sequentially play an animation of pressing or releasing a button at the time of use.

Shortcuts

P+LMB

See also


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