{"name":"AnimationTitles","title":"AnimationTitles","type":"topic","url":"https://community.bistudio.com/wiki/AnimationTitles","revid":364475,"updated":"2024-05-16T20:41:55Z","aliases":[],"markdown":"The animation name consist of series of prefixes describing the contents of the move.\nIf the animation is a translation from one pose to another, the name contains both, the source and the destination moves, separated by an underscore.\n\n> [!NOTE]\n> Not all games contain all prefixed fields.\n\n### Animation naming\n\n|  |  |\n|---|---|\n| An animation name can look like this: **A**mov**P**erc**M**run**S**low**W**rfl**D**f |  |\n| The \"APMSWD\" prefixes stand for:<br>- **A**ction - General action (e.g move, cargo, weapon operation)<br>- **P**ose - Unit stance (e.g erect, prone)<br>- **M**ovement - Movement style/speed (e.g stop, walk, run)<br>- **S**tance - Weapon position (e.g raised, lowered)<br>- **W**eapon - Weapon in use (e.g rifle, pistol)<br>- **D**irection - Where the character moves (e.g front, left) | Therefore, A**mov**P**erc**M**run**S**low**W**rfl**D**f** stands for:<br>- Action **mov**ement<br>- Posture **er**e**c**t<br>- Movement **run**<br>- Stance (of weapon) **low**<br>- Weapon **r**i**fl**e<br>- Direction **f**orward. |\n\n### Prefixes\n\n#### Action\n\n> [!NOTE]\n> **A** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| mov | move | stand, walk, run, with or without weapon. Firing itself not included here. |\n| idl | idle | when character stands for a while on a place with no action – looking around |\n| crg | cargo | cargo animations in a vehicle including mount/dismount - deprecated as it is stored at each car's folder for now |\n| inj | injury | injury of a character - the injured one from a pair |\n| cin | carry injured | injury of a character - the healthy holding injured |\n| dth | death | death of a character |\n| inv | inventory | inventory actions, baggage |\n| cts | cutscenes | special for cutscenes |\n| swm | swim | swimming |\n| sig | signals | signaling - hand signals, saluting, military parade poses |\n| wop | operate a weapon | moves dedicated to firing + reloading various weapons, eg. moves for launcher etc. - includes binuculars |\n| adj | adjust | adjustment animations - slighlty lower/hier, left/right shoulder, etc (Arma 3) |\n| bdv | bottom dive | swimming under water with diving equipment (Arma 3) |\n| bsw | bottom swim | swimming under water (Arma 3) |\n| dve | dive | (Arma 3) |\n| fds | firing drills | (Arma 3) |\n| ovr | over obstacle | movements over obstacles like fences or low walls (Arma 3) |\n| pan | panic | walking/running in panic, eg. run with hands over head (Arma 3) |\n| sdv | surface dive | swimming at surface level with diving equipment (Arma 3) |\n| ssw | surface swim | swimming at surface level (Arma 3) |\n| fal | falling | (Arma 3) |\n| par | parachute | (Arma 3) |\n\n#### Pose\n\n> [!NOTE]\n> **P** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| erc | erect | erect, standing. |\n| knl | kneel | crouched down, when stopped, so kneeling. |\n| pne | prone | prone on a ground |\n| sit | sit | sitting – e.g for cutscenes etc. Can't fire from heavy weapons (rifle+), must lay first. |\n| fal | fall | free falling from a obstacle, wall.. body pose with hands probably above a head. |\n| crh | crouched | crouched unit (Arma 3) |\n| inc | incapacitated | incapacitated animation from Revive (Arma 3) |\n\n#### Movement\n\n> [!NOTE]\n> **M** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| stp | stop | man not moving, standing in place. |\n| wlk | walk | common relaxed move, a walk. N/A in prone! |\n| run | run | run, still possible to shoot with aimed weapon. Note - prone is either stop, run or sprint. |\n| spr | sprint | very intense sprint, impossible to shoot |\n| eva | evasive | evasive moves - e.g from lowered walk suddenly jump away and raise the gun - reaction under unexpected fire. |\n| tac | tactical | tactical pace - e.g looking down the sights while moving (Arma 3) |\n| lmp | limping | limping animation - when legs are hurt (Arma 3) |\n\n#### Stance\n\n> [!NOTE]\n> **S** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Amov** | ras | raised | aimed weapon ready for fire in horizontal position |\n| **Amov** | low | lowered | weapon in ready state, not aimed |\n| **Amov** | opt | optics | looking through optics / sight or binoculars |\n| **Amov** | sur | surrender | character surrenders |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | gth | grenade throw | grenade throw, over the shoulder |\n\n#### Weapon\n\n> [!NOTE]\n> **W** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Acts** | una | unarmed | nothing in hands |\n| **Acts** | mag | machinegun | heavy gun impossible to put to aimed stance, firing from lower position |\n| **Amov** | pst | pistol | one hand weapon, probably empty hands will suffice. |\n| **Amov** | rfl | rifle | two hand rifle |\n| **Amov** | lnr | launcher | laucher |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | bin | binocular | binocular moves |\n\n#### Direction\n\n> [!NOTE]\n> **D** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| non | none | direction not specified |\n| f | forward | N/A |\n| fl | forward-left | N/A |\n| fr | forward-right | N/A |\n| l | left | N/A |\n| r | right | N/A |\n| b | back | N/A |\n| bl | back-left | N/A |\n| br | back-right | N/A |\n| up | up | ladder, climbing, parachute |\n| dn | down | ladder, climbing, parachute |\n| mul | multiple | for FBX only, not for RTM – more takes in one file |","sections":[{"heading":null,"level":1,"markdown":"The animation name consist of series of prefixes describing the contents of the move.\nIf the animation is a translation from one pose to another, the name contains both, the source and the destination moves, separated by an underscore.\n\n> [!NOTE]\n> Not all games contain all prefixed fields."},{"heading":"Animation naming","level":3,"markdown":"|  |  |\n|---|---|\n| An animation name can look like this: **A**mov**P**erc**M**run**S**low**W**rfl**D**f |  |\n| The \"APMSWD\" prefixes stand for:<br>- **A**ction - General action (e.g move, cargo, weapon operation)<br>- **P**ose - Unit stance (e.g erect, prone)<br>- **M**ovement - Movement style/speed (e.g stop, walk, run)<br>- **S**tance - Weapon position (e.g raised, lowered)<br>- **W**eapon - Weapon in use (e.g rifle, pistol)<br>- **D**irection - Where the character moves (e.g front, left) | Therefore, A**mov**P**erc**M**run**S**low**W**rfl**D**f** stands for:<br>- Action **mov**ement<br>- Posture **er**e**c**t<br>- Movement **run**<br>- Stance (of weapon) **low**<br>- Weapon **r**i**fl**e<br>- Direction **f**orward. |"},{"heading":"Prefixes","level":3,"markdown":""},{"heading":"Action","level":4,"markdown":"> [!NOTE]\n> **A** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| mov | move | stand, walk, run, with or without weapon. Firing itself not included here. |\n| idl | idle | when character stands for a while on a place with no action – looking around |\n| crg | cargo | cargo animations in a vehicle including mount/dismount - deprecated as it is stored at each car's folder for now |\n| inj | injury | injury of a character - the injured one from a pair |\n| cin | carry injured | injury of a character - the healthy holding injured |\n| dth | death | death of a character |\n| inv | inventory | inventory actions, baggage |\n| cts | cutscenes | special for cutscenes |\n| swm | swim | swimming |\n| sig | signals | signaling - hand signals, saluting, military parade poses |\n| wop | operate a weapon | moves dedicated to firing + reloading various weapons, eg. moves for launcher etc. - includes binuculars |\n| adj | adjust | adjustment animations - slighlty lower/hier, left/right shoulder, etc (Arma 3) |\n| bdv | bottom dive | swimming under water with diving equipment (Arma 3) |\n| bsw | bottom swim | swimming under water (Arma 3) |\n| dve | dive | (Arma 3) |\n| fds | firing drills | (Arma 3) |\n| ovr | over obstacle | movements over obstacles like fences or low walls (Arma 3) |\n| pan | panic | walking/running in panic, eg. run with hands over head (Arma 3) |\n| sdv | surface dive | swimming at surface level with diving equipment (Arma 3) |\n| ssw | surface swim | swimming at surface level (Arma 3) |\n| fal | falling | (Arma 3) |\n| par | parachute | (Arma 3) |"},{"heading":"Pose","level":4,"markdown":"> [!NOTE]\n> **P** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| erc | erect | erect, standing. |\n| knl | kneel | crouched down, when stopped, so kneeling. |\n| pne | prone | prone on a ground |\n| sit | sit | sitting – e.g for cutscenes etc. Can't fire from heavy weapons (rifle+), must lay first. |\n| fal | fall | free falling from a obstacle, wall.. body pose with hands probably above a head. |\n| crh | crouched | crouched unit (Arma 3) |\n| inc | incapacitated | incapacitated animation from Revive (Arma 3) |"},{"heading":"Movement","level":4,"markdown":"> [!NOTE]\n> **M** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| stp | stop | man not moving, standing in place. |\n| wlk | walk | common relaxed move, a walk. N/A in prone! |\n| run | run | run, still possible to shoot with aimed weapon. Note - prone is either stop, run or sprint. |\n| spr | sprint | very intense sprint, impossible to shoot |\n| eva | evasive | evasive moves - e.g from lowered walk suddenly jump away and raise the gun - reaction under unexpected fire. |\n| tac | tactical | tactical pace - e.g looking down the sights while moving (Arma 3) |\n| lmp | limping | limping animation - when legs are hurt (Arma 3) |"},{"heading":"Stance","level":4,"markdown":"> [!NOTE]\n> **S** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Amov** | ras | raised | aimed weapon ready for fire in horizontal position |\n| **Amov** | low | lowered | weapon in ready state, not aimed |\n| **Amov** | opt | optics | looking through optics / sight or binoculars |\n| **Amov** | sur | surrender | character surrenders |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | gth | grenade throw | grenade throw, over the shoulder |"},{"heading":"Weapon","level":4,"markdown":"> [!NOTE]\n> **W** prefix\n\n| Animation prefix | Short name | Full name | Description |\n|---|---|---|---|\n| **Acts** | una | unarmed | nothing in hands |\n| **Acts** | mag | machinegun | heavy gun impossible to put to aimed stance, firing from lower position |\n| **Amov** | pst | pistol | one hand weapon, probably empty hands will suffice. |\n| **Amov** | rfl | rifle | two hand rifle |\n| **Amov** | lnr | launcher | laucher |\n| **Amov** | non | no weapon | **S**non**W**non for empty hands |\n| **Awop** | bin | binocular | binocular moves |"},{"heading":"Direction","level":4,"markdown":"> [!NOTE]\n> **D** prefix\n\n| Short name | Full name | Description |\n|---|---|---|\n| non | none | direction not specified |\n| f | forward | N/A |\n| fl | forward-left | N/A |\n| fr | forward-right | N/A |\n| l | left | N/A |\n| r | right | N/A |\n| b | back | N/A |\n| bl | back-left | N/A |\n| br | back-right | N/A |\n| up | up | ladder, climbing, parachute |\n| dn | down | ladder, climbing, parachute |\n| mul | multiple | for FBX only, not for RTM – more takes in one file |"}],"categories":["Moves"],"groups":["Reference Lists"]}