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Animation Sets

Overview

Animation sets are named groups of animation clips defined inside server model files. The engine uses these named sets to play the correct animation for a given entity state (idle, walk, attack, death, etc.). Each set contains one or more AnimationEntry objects; when multiple entries exist the engine selects one randomly, giving visual variety. Animation sets support playback speed scaling, cross-fade blending, loop control, and per-clip sound event triggers.

Animation sets live inside the AnimationSets field of a server model definition. This page focuses on the animation set schema itself. For the full model file format, see Server Models.

File Location

Animation sets are embedded in server model JSON files:

Assets/Server/Models/
Beast/
Bear_Grizzly.json (contains AnimationSets)
Bear_Polar.json
Cactee.json
Critter/
Flying_Beast/
Human/
Player.json
Mannequin.json
Intelligent/
Livestock/
Pets/
Projectiles/

Schema

AnimationSet

FieldTypeRequiredDefaultDescription
AnimationsAnimationEntry[]YesOne or more animation clips in this set. When multiple entries exist, the engine selects one randomly on each play.

AnimationEntry

FieldTypeRequiredDefaultDescription
AnimationstringYesPath to the .blockyanim animation file, relative to the Common assets root.
SpeednumberNo1Playback speed multiplier. Values below 1 slow the animation; values above 1 speed it up.
BlendingDurationnumberNo0Time in seconds to crossfade from the previous animation into this one. Produces smoother transitions at the cost of a brief overlap.
LoopingbooleanNotrueWhether the animation loops continuously. Set to false for one-shot animations such as death or attack.
SoundEventIdstringNoSound event triggered each time this animation plays or loops (e.g. footstep or roar sounds).

Standard Set Names

The engine expects specific named sets for core entity states. Custom sets can be added for scripted or AI-driven behaviour.

NamePurpose
IdleStanding still, no input
Walk / WalkBackwardWalking forward or backward
RunRunning / sprinting
Crouch / CrouchWalk / CrouchWalkBackwardCrouched movement states
Jump / JumpWalk / JumpRunJump variants by movement speed
FallFalling through air
Swim / SwimIdle / SwimFast / SwimBackwardSwimming states
Fly / FlyIdle / FlyFast / FlyBackwardFlying states
Hurt / DeathDamage reaction and death
AlertedAggro trigger animation
Sleep / Laydown / WakeRest cycle
SpawnEntity spawn-in animation
Roar / Search / EatAmbient flavour animations

Example

Multiple animation variants with blending (from Assets/Server/Models/Human/Mannequin.json):

{
"AnimationSets": {
"Hurt": {
"Animations": [
{
"Animation": "Characters/Animations/Damage/Default/Hurt.blockyanim",
"BlendingDuration": 0.1,
"Looping": false
},
{
"Animation": "Characters/Animations/Damage/Default/Hurt2.blockyanim",
"BlendingDuration": 0.1,
"Looping": false
}
]
}
}
}

Single clip with sound event (from Assets/Server/Models/Beast/Bear_Grizzly.json):

{
"AnimationSets": {
"Run": {
"Animations": [
{
"Animation": "NPC/Beast/Bear_Grizzly/Animations/Default/Run.blockyanim",
"SoundEventId": "SFX_Bear_Grizzly_Run",
"Speed": 1
}
]
},
"Death": {
"Animations": [
{
"Animation": "NPC/Beast/Bear_Grizzly/Animations/Damage/Death.blockyanim",
"Looping": false,
"SoundEventId": "SFX_Bear_Grizzly_Death"
}
]
}
}
}