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UAC_Template Clips
DogeThis edited this page May 21, 2025
·
1 revision
| Animation Name | Remarks |
|---|---|
| oAnim_Nul_Attack_Axe | |
| oAnim_Nul_Attack_Bow | |
| oAnim_Nul_Attack_Dagger | |
| oAnim_Nul_Attack_Fist | |
| oAnim_Nul_Attack_Lance | |
| oAnim_Nul_Attack_Magic | |
| oAnim_Nul_Attack_None | |
| oAnim_Nul_Attack_Sword | attack with sword |
| oAnim_Nul_Dance | dance animation |
| oAnim_Nul_Event1 | |
| oAnim_Nul_Event2 | |
| oAnim_Nul_Event3 | |
| oAnim_Nul_Event4 | |
| oAnim_Nul_IdleNormal_Axe | |
| oAnim_Nul_IdleNormal_Bow | |
| oAnim_Nul_IdleNormal_Dagger | |
| oAnim_Nul_IdleNormal_Fist | |
| oAnim_Nul_IdleNormal_Lance | |
| oAnim_Nul_IdleNormal_Magic | |
| oAnim_Nul_IdleNormal_None | |
| oAnim_Nul_IdleNormal_Sword | unit selected when holding a sword. this should be set as looping. |
| oAnim_Nul_IdleRelax_Axe | |
| oAnim_Nul_IdleRelax_Bow | |
| oAnim_Nul_IdleRelax_Dagger | |
| oAnim_Nul_IdleRelax_Fist | |
| oAnim_Nul_IdleRelax_Lance | |
| oAnim_Nul_IdleRelax_Magic | |
| oAnim_Nul_IdleRelax_None | |
| oAnim_Nul_IdleRelax_Sword | unit not selected with sword? this should be set as looping. |
| oAnim_Nul_MagicWeapon | |
| oAnim_Nul_Rod | |
| oAnim_Nul_RunLoop_Axe | |
| oAnim_Nul_RunLoop_Bow | |
| oAnim_Nul_RunLoop_Dagger | |
| oAnim_Nul_RunLoop_Fist | |
| oAnim_Nul_RunLoop_Lance | |
| oAnim_Nul_RunLoop_Magic | |
| oAnim_Nul_RunLoop_None | |
| oAnim_Nul_RunLoop_Sword | moving with a sword |
| oAnim_Nul_Shoot_Axe | |
| oAnim_Nul_Shoot_Bow | |
| oAnim_Nul_Shoot_Dagger | |
| oAnim_Nul_Shoot_Fist | |
| oAnim_Nul_Shoot_Lance | |
| oAnim_Nul_Shoot_Magic | |
| oAnim_Nul_Shoot_None | |
| oAnim_Nul_Shoot_Sword | |
| oAnim_Nul_Special_Axe | |
| oAnim_Nul_Special_Bow | |
| oAnim_Nul_Special_Dagger | |
| oAnim_Nul_Special_Fist | |
| oAnim_Nul_Special_Lance | |
| oAnim_Nul_Special_Magic | |
| oAnim_Nul_Special_None | |
| oAnim_Nul_Special_Sword | |
| oAnim_Nul_StandByBreak_Axe | |
| oAnim_Nul_StandByBreak_Bow | |
| oAnim_Nul_StandByBreak_Dagger | |
| oAnim_Nul_StandByBreak_Fist | |
| oAnim_Nul_StandByBreak_Lance | |
| oAnim_Nul_StandByBreak_Magic | |
| oAnim_Nul_StandByBreak_None | |
| oAnim_Nul_StandByBreak_Sword | |
| oAnim_Nul_StandBy_Axe | |
| oAnim_Nul_StandBy_Bow | |
| oAnim_Nul_StandBy_Dagger | |
| oAnim_Nul_StandBy_Fist | |
| oAnim_Nul_StandBy_Lance | |
| oAnim_Nul_StandBy_Magic | |
| oAnim_Nul_StandBy_None | |
| oAnim_Nul_StandBy_Sword | unit not selected with sword? this should be set as looping. |
| oAnim_Nul_Start_Axe | |
| oAnim_Nul_Start_Bow | |
| oAnim_Nul_Start_Dagger | |
| oAnim_Nul_Start_Fist | |
| oAnim_Nul_Start_Lance | |
| oAnim_Nul_Start_Magic | |
| oAnim_Nul_Start_None | |
| oAnim_Nul_Start_Sword | played after selecting a target on the battlefield. |
The game uses Unity's Animator Override Controller for defining animations that play on the map. They often reuse uBody animations, though there are a few special animations made specifically for the map.
These animations may be cut short if they are too long. You should edit your animation clips with this in mind.
When making your Animator Override Controller,
- If you're using one of the game's animations, make it addressable but remember to remove it after the build.
- If you're providing your own custom animation, as of Cobalt version v1.24.0 it must not be marked addressable.
Lythos, the Engage modding Wiki • Resources • Getting Started • Cobalt Wiki * Discord Server