Animation system work like this :
Animation tables are composed of several animation fragments.
Animation fragments tables are composed of several animation.
Animation tables : animation_tables.txt from \animations\animation_tables folder
example :
Code:
animation_table man_musket
{
skeleton_type man
fragment man_common_fragment
fragment musket_death_fragment default_equipment_display = primary_weapon, ambient
fragment climb_fragment default_equipment_display = primary_weapon, ambient
fragment musket_fragment default_equipment_display = primary_weapon, ambient
}
Animation fragments : ..._fragment.txt from \animations\battleconfiguration folder
example : drummer fragment (a simple one...)
Code:
version 1
WALK_TO_STAND filename = "Animations/MEN/MUSICIAN/DRUMMER/Drummer_to_ART.anim", blend_in_time = 0.25
PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/DRUMMER/Drummer_Cycle.anim",
PLAY_INSTRUMENT_TO_STAND filename = "Animations/MEN/MUSICIAN/DRUMMER/Drummer_to_ART.anim",
STAND_TO_PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/DRUMMER/ART_to_Drummer.anim",
Animation : .anim files
You can look at animation using Ultimate Unwrap 3D demo + ETW plugin as explained here : [Tutorial] Modeling & DB. Milkshape & UU3D. How wangrin and I use them.
The animation you are searching for look like "swimming".
You will find them as SEA_FLOATING_FLAIL_1 to 4 in man_common_fragment.txt.
Animation files used are :
- Animations/MEN/SEA/SEA_FLAIL/SEA_Flailing_in_water_1.anim
- Animations/MEN/SEA/SEA_FLAIL/SEA_Flailing_in_water_2.anim
- Animations/MEN/SEA/SEA_FLAIL/SEA_Flailing_in_water_3.anim
- Animations/MEN/SEA/SEA_FLAIL/SEA_Flailing_in_water_4.anim