Animation Profile

An animation profile stores a list of animations for re-use in unit prefab properties or weapons.

Creation

To create an animation profile, find (or create) the GameName/Resources/GameName/AnimationProfile folder in the project tab and right click. Choose Create > AnyRPG > Animation > Profile.

Properties

Configuration

Not all available animations need to be assigned since any animation profile used for a character or weapon will only override the base animation profile in use.

If this animation profile will be used for an animated attack, the animation(s) should be placed in the Attack Clips list.

If this animation profile will be used for an ability (spell) the animation(s) should be placed in the Cast Clips list.

Next Steps

  • Assign the animation profile to a Weapon to override the movement and auto-attack animations used while that weapon is equipped.

  • Assign the animation profile to a Weapon Skill to override the movement and auto-attack animations for any weapon with that weapon skill assigned while equipped.

  • Assign the animation profile to an Animated Ability to use the Attack Clips for the attack animations.

  • Assign the animation profile to an Ability to use the Cast Clips for casting animations.

  • Assign the animation profile to a Unit Prefab Profile, or Unit Prefab Properties on a Unit Profile to override the default system animations for that character.

Last updated