Animation Definition
Used by multiple systems:
- Poses for Cockpits/CryoChambers (seats)
- For Emote Definition or as emotes themselves (<Public> set to true)
- Old character animation system (new is AnimationController Definition)
Elements
ChatCommand<ChatCommand> | Type: String | Default: null |
| Optional. Defines the chat command to trigger this animation as an emote. Note: the game mostly switched away (except for /wave) from using animation definitions as direct emotes, they instead use Emote Definition - which still requires an animation definition but made non-public, for details see Emotes.sbc. | ||
ChatCommandDescription<ChatCommandDescription> | Type: String | Default: null |
| Optional. Short help text for the chat command shown in the F1 help menu but only if <ChatCommandName> is also defined. Can be plain-text or a localization key (from .resx files), and because of that it will also scan for text variables to replace. | ||
ChatCommandName<ChatCommandName> | Type: String | Default: null |
Optional. Full help text for the chat command shown only for /help followed by the <ChatCommand>.Can be plain-text or a localization key (from .resx files), and because of that it will also scan for text variables to replace. | ||
Priority<Priority> | Type: Int32 | Default: 0 |
| If <Public> is left as true, this definition will be available as an emote. Then this and Emote Definition are placed in the same list then the list is sorted Priority in ascending order. | ||
AnimationModel<AnimationModel> | Type: String | Default: null |
| The animation to play, unclear if/how this interacts with the animation controller. Path to a .mwm file relative to current mod's folder. Falls back to game folder if not found in current mod. Referencing assets in other mods | ||
ClipIndex<ClipIndex> | Type: Int32 | Default: 0 |
Loop<Loop> | Type: Boolean | Default: false |
AnimationModelFPS<AnimationModelFPS> | Type: String | Default: null |
| Optional. Possibly obsolete because it seems like it only triggers for the old animation system, needs testing. Path to a .mwm file relative to current mod's folder. Falls back to game folder if not found in current mod. Referencing assets in other mods | ||
InfluenceArea<InfluenceArea> | Type: String | Default: null |
| List of animation controller layer names separated by space. Used by emotes. <InfluenceArea>Spine RightHand</InfluenceArea>
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AllowInCockpit<AllowInCockpit> | Type: Boolean | Default: true |
| Only when this is an emote or used by an Emote Definition. Permits the emote to be used while the player is controlling a seat (they can be in one without controlling it though). | ||
AllowWithWeapon<AllowWithWeapon> | Type: Boolean | Default: false |
| Seems only used by the old animation system. | ||
AnimationSets<AnimationSets> | Type: AnimationSet[] | Default: null |
| Seems only used by the old animation system. Syntax: <AnimationSets>
<AnimationSet>
<Probability>0.0</Probability>
<Continuous>false</Continuous>
<AnimationItems>
<AnimationItem>
<Ratio>0.0</Ratio>
<Animation>string...</Animation>
</AnimationItem>
</AnimationItems>
</AnimationSet>
</AnimationSets>
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LeftHandItem<LeftHandItem> | Type: SerializableDefinitionId | Default: (empty) |
| Optional. If defined, it seems attempt to create the item and equips it on the left hand, untested. Syntax: <LeftHandItem Type="PhysicalGunObject" Subtype="SemiAutoPistolItem" />
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(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||
Obsolete Elements
Note: this list only contains root-level from this definition only, nothing from inherited ones.
| <SupportedSkeletons> | Type: String | Default: Humanoid |
| No longer used. | ||