All characters and content in this file are copyright Digital Extremes.  You have permission to use them for non-commercial use only.  Do not remove this txt file from this zip if you plan on redistributing.  Play nice and have fun with them.

James Edwards, Steve Jones, animator dudes @ DE


Name           Comment

Weapon_Switch  From idle or blended with run/jump, quick flick of the arm as weapon is changed, weapon changes in the first frame.  

HitB           Shot in the Front
HitF           Shot in the Back
HitL           Shot in the Left
HitR           Shot in the right
Hit_Head       Shot in front of the head

DeathB         Death anim, from rear wep hit, carrying on from HitB, rest on floor
DeathF         Death, from rear wep hit, carrying on from HitF, rest on floor
DeathL         Death, from rear wep hit, carrying on from HitL, rest on floor
DeathR         Death, from rear wep hit, carrying on from HitR, rest on floor

Crouch         Crouch Idle, breathing, weapon held front and mid
Crouch_Aimed   From crouch idle, one big shot with a lot of recoil 
Crouch_Burst   From crouch idle, shooting, weap pushs back, jumps about a bit
Crouch_TurnL   Fron crouch idle Little foot shuffle, front foot first
Crouch_TurnR   From crouch idle Little foot shuffle, back foot first
CrouchB        Crouching back pedal long stride, left leg forward at start, body twisted like idle, weapon held mid
CrouchF        Crouching walk fowards, long stride, left leg forward at start, body twisted like idle, weapon held mid
CrouchL        Crouching crab left, long stride push off right leg first, body twisted like idle, weapon held mid
CrouchR        Crouching crab right, long stride push off left leg first, body twisted like idle, weapon held mid

Rifle_Aimed    From Idle_Rifle, weapon held at shoulder, one big shot with a lot of recoil
Rifle_Burst    From Idle_Rifle, weapon held at shoulder, shooting, weapon pushs back, jumps about a bit
Biggun_Aimed   From Idle_Biggun, big weapon held at hip pushed back, one big shot with a lot of recoil
Biggun_Burst   From Idle_Biggun, big weapon held at hip shooting, weap pushs back, jumps about a bit

TurnL          From stand idle, little foot shuffle, front foot first
TurnR          From stand idle, little foot shuffle, back foot first

*SlideB        Sliding back from stand idle
*SlideF        Sliding Forward from stand idle
*SlideL        Sliding Left from stand idle
*SlideR        Sliding Right from stand idle

SwimB          Very similar to tread water 
SwimF          Swimming with legs, body lent well forward
SwimL          Very similar to tread water, lean left 
SwimR          Very similar to tread water , lean right
Swim_Tread     Upper body/arms in idle, weapon mid, legs treading water 

Jump_Takeoff   From idle, launch body to apex of jump
Jump_Mid       From apex of Takeoff, begin descent
Jump_Land      Impact position at point of landing
JumpB_Takeoff  From run back, launch body to apex of jump
JumpB_Mid      From apex of Takeoff, begin descent
JumpB_Land     Impact position at point of landing
JumpF_Takeoff  From run forward, launch body to apex of jump
JumpF_Mid      From apex of Takeoff, begin descent
JumpF_Land     Impact position at point of landing
JumpL_Takeoff  From side step left, launch body to apex of jump
JumpL_Mid      From apex of Takeoff, begin descent
JumpL_Land     Impact position at point of landing
JumpR_Takeoff  From side step right, launch body to apex of jump
JumpR_Mid      From apex of Takeoff, begin descent
JumpR_Land     Impact position at point of landing

DoubleJumpB    From JumpB_Takeoff or Dodge, dynamic backwards jump manoever into JumpB_Mid.  
DoubleJumpF    From JumpF_Takeoff or Dodge, dynamic forward jump manoever into JumpF_Mid.
DoubleJumpL    From JumpL_Takeoff or Dodge, dynamic left jump manoever into JumpL_Mid.
DoubleJumpR    From JumpR_Takeoff or Dodge, dynamic right jump manoever into JumpR_Mid.

DodgeB         From running back position, shunt back, into JumpB_Mid 
DodgeF         From running forward position, shunt forwards, intoJumpF_Mid 
DodgeL         From running back position, shunt left, into JumpL_Mid 
DodgeR         From running back position, shunt right, into JumpR_Mid 

WallDodgeB     From JumpF or DoubleJumpF into wall, dynamic leap/flip backwards away from wall, into JumpB_Mid
WallDodgeF     From JumpB or DoubleJumpB into wall, dynamic leap/flip forward away from wall, into JumpF_Mid
WallDodgeL     From JumpR or DoubleJumpR into wall, dynamic leap/flip to left, away from wall, into JumpL_Mid
WallDodgeR     From JumpL or DoubleJumpL into wall, dynamic leap/flip to right, away from wall, into JumpR_Mid

Idle_Biggun       Idle for large weapons, weapon held at hip, very lttle movement
Idle_Character01  Character specific Idle sequences in UC, played intermittently from Idle_Rest
idle_chat         Indicates player is typing a message.  Headset/wrist communicator use in progress.
Idle_Rest         From weapon_idles, played after a few seconds of no input from player, weapon low, breathing
Idle_Rifle        Idle for holding rifles, weapon high, little movement 
*idle_taunt01     Redundant... replaced with character specific Gesture_Taunts in UC

RunB        Fast back pedal, long stride, body twisted like idle, weapon held mid
RunF        Fast run foward, long stride, body twisted like idle, weapon held mid 
RunL        Big side step left, legs cross a bit, body twisted like idle, weapon held mid 
RunR        Big side step right, legs cross a bit, body twisted like idle, weapon held mid 

gesture_beckon   From stand idle, big left arm beckon, back to idle
gesture_cheer    From stand idle, no movement on standard anim, think of something 
gesture_halt     From stand idle, left hand shows palm and pushs back, back to idle
gesture_point    From stand idle, left hand does a point, back to idle
gesture_Taunt01  Character specific taunts used in UC.

WalkB  Back pedal, long stride, body twisted like idle, push off right leg first, weapon held mid, small amount of body movement
WalkF  Walk foward, long stride, body twisted like idle, push off left leg first, weapon held mid, small amount of body movement
WalkL  Side step left, legs cross a bit, body twisted like idle, push off left leg first, weapon held mid 
WalkR  Side step right, legs cross a bit, body twisted like idle, ush off left leg right, weapon held mid 

*RunF_cjs    Like the normal run, but body more vertical, weapon held quite high - redundant?
*RunL_new    Run left, body twisted to face forward (not a crab walk). lead on left leg, weapon held high - redundant?
*RunR_new    Run right, body twisted to face forward (not a crab walk). lead on right leg, weapon held high - redundant?
*RunF_new    Like the normal run, but body more vertical, weapon held like rifle - redundant?

AssSmack    From idle rest, kiss hand and slap arse, return to rest idle
ThroatCut   From idle with weapon mid, wave finger with arm held out then make throat cut and return to idle
Specific_1  From idle, wiggle arse then return to idle. This could be anything
PThrust     Its the pelvic thrust that really dives then insane, from and return to idle

Further Notes:

Frame lengths and rates:  These are all variable, and depend entirely on your own character needs for animation.  There is no set limit, other than what looks good to you barring a few instances of timing, like firing a weapon, or changing it.  Generally we followed a pretty similar frameset for all the characters with only minor variations in rates and framecounts.  If you need reference just open up the ukx files in Ued.  The animation properties tab gives the framerate for whatever sequence you select from the left hand list.  Frame counts are listed beside each animation sequence.  Have fun and go crazy with your own.

All of the skeletons use a limited, hard coded form of spine control that links the upper torso to the player's first person POV.  This gives a better indication of where a player may be looking or aiming when viewed in game in third person.  Affected animations include all crouches, runs, walks, weapon firing, turning, and weapon idles.  It also enables limited blending of multiple animations such as running, while firing at the same time.  In order to do this the root node or COM in Character Studio's Biped was not keyframed for these animations so that the code could blend more smoothly.  

Death animations are basically never seen in game unless you turn karma physics off entirely.

Jump sequences are animated in a single scene file and broken down on export into Takeoff, Mid, and Land respectively.  Dodges, Double Jumps and Walldodges all flow from and back into the Jumps.  See sequence notes above.

Gesture_Taunts and Idle_Character are extra animations that were used in UC for specific in-character animations, ie. egyptians doing egyptian-like things and nightmares doing... freakier things.  Feel free to use them in your own characters.

Slide poses are no longer used in the final game.  They were a failed attempt at a blending solution between running animations.  You don't need them in your custom character setups.

Some general Unreal Engine info for convenience...

*To convert unreal units to max units, multiply all unreal units by using the unreal conversion number. Unreal conversion number = 1 / player scale in unreal. Unreal scale is 0.4 of max scale. Thus multiple all following numbers by 2.5*
Unreal WOrld Origin = MAX + 90 degrees Z axis

Unreal Rotation:
360 degrees = 65536 = 2^16
 90 degrees = 16384

jump 60			- height
double jump 130		- height

run 440			- 100% full speed
walk 176		- 40 % speed
crouch 110		- 25 % speed

dodge 650		- after dodge speed is 0 in 0 sec. player must accelerate again
			- Dodge time = 1/2 sec
			- 0.1 sec tween to dodge anim after dodge initiated

air times baby...
jump: 0.72 of a sec
dodge: 0.45
dub jump: 1.25


Weapon switch		-0.6 sec  0.1 tween 0.5 sec anim time


From Jus10:
"tweening into a ready or idle pose is 0.25, tweenign into anything else is 0.1. simple. tweening always happens at the start of an animation."

Tween happens at beginning of animation
e.g. if dodge is 1/2 and being animated at 30 fps
dodge is called, tween to first frame in 0.1 sec, play dodge.
therefor, animated dodge time is actually only 0.4 seconds, or 12 frames
