motion ex

Overview

Play a specific motion/animation.

Inputs

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Outputs

finishFires an event after the motion has successfully played.
mov_fail
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

TargetAn entity to play the motion on.
object

An object for the animation.

If you don't set the object, this block will work like a normal play motion.

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 a 'smoking' animation on an 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. A value of 1 is one second of mixing. A smaller value means longer mixing. Applies only to an 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. Applies only to an entity without an AS.
Speed ReplaceAffects the speed of the motion playback. If enabled, uses Speed value as the motion speed, otherwise, the final speed is the multiplication of the Speed value and the predefined motion speed. Applies only to entities without an AS.
Sync First MotionForces the AS to rewind to the current time. Use only if you have trouble with motion synchronization.

Object Model

In this field, it will add the model automatically. But only if the ref object is linked to a dynamic object that has the skeleton. If the reference doesn't add the model automatically, you can manually assign a model. This will happen while using the abstract reference npc_enemy.

Object Attp IDAfter assigning the model, you can choose the bone or locator that you want to use as a point from which the animation will play.
Use Object As Dest

If disabled, a certain object will be used as an animation start point.

To Dest on Last frame

Reduces the error in the coordinates between the object (indicated as Object) and the object in the last frame of animation. The positions will coincide as much as possible.

Ignore Dest Rotation

Ignore the rotation of the Object and instead use only its position for the animation. 

Check Movement

If you want to use the block only for playing the animation. While this property is on, the animation will play only if the final point animation exists in the AI-map.


Check NPC

Similar to Check Movement, except it only checks for the presence of the NPC at the end point.

P2P

When playing an animation onto an object, you can activate its property and set distance. For example: you want a monster to complete a jump one meter before the indicated Object.

Keep X posDoesn't perform pos adjustment for the X coordinate. Motion X xform change is applied.
Keep Y posDoesn't perform pos adjustment for the Y coordinate. Motion Y xform change is applied.
Keep Z posDoesn't perform pos adjustment for the Z coordinate. Motion Z xform change is applied.
P2P Offset

The distance in meters from the Object on which the animation should run. Works only when P2P is selected.

Stick To AI MapKeeps AI on the AI map during motion.

Usage examples

In this example, at the time of use, we sequentially play a set of animations of descent along a fire pole relative to various points. These points put the player in the correct position relative to geometry around the player.

Shortcuts

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