' Format:
' <type> [-<option,option,...>] <AnimEvent> <AnimFile>
[<AnimObject> ...] (FNIS Animation)
' AnimVar <AnimVar> [ BOOL | INT32 | REAL ] <numeric_value>
(Behavior Variable)
' Version <VersionNumber>
'
' <type>:
' b basic: simple idle animation with one animation file
' o AnimObject: basic animation with one or more
AnimObjects
' s sequenced animation (SA): first of at least 2
animation played as sequence
' so sequenced optimized: SA with AnimObjects and
optimized Equip/UnEquip
' fu furniture animation: first of at least 3 animations
played on a furniture object
' fuo furniture animation optimized: fu with AnimObjects
and optimized Equip/UnEquip
' + second to last animation of a s/so/fu/fuo definition
' ofa offset arm animation: animations modifying arm
position while other animations play
' pa paired animation
' km killmove
'
' <option>:
' a acyclic animation: 1-time only (default: cyclic)
' o one or more AnimObjects
' Tn transition next: character keeps position after -a
animation (no IdleForceDefaultState)
' h headtracking ON (default OFF)
' Bn.m blendtime n.m sec
' k "known" animation file (part of vanilla or different
mod) -> excl. from consistance check
' bsa animation file part of bsa file -> excluded from
consistence check
' st sticky AO -> AO will not be unequipped at the end of
animation (last animation only)
' D<time> animation duration (pa and km only)
' T<AnimEvent>/<time> triggered AnimEvents during pa/km
animations
'
' <AnimEvent> Animation Event, used for Idle Definition (CK) or
SendAnimationEvent() (script)
' <AnimFile> Animation File for this AnimEvent; path relative to
"animations/<mod name>"
' <AnimObject> any Animation Object defined in CK (can also be standard or
from different mod)
' <AnimVar> e.g. used for GetAnimationVariableInt() (Script) or
GetGraphVariableInt condition (CK)
' <VersionNumber> e.g. V5.0
'
' For details please refer to "FNIS for Modders Documentation"
'
'Examples:
' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx
' o -h MyAnimEvent2 AnimationWithAO.hkx MyAnimObject01 MyAnimObject02
' s -a SA1entry SAanim1.hkx
' + -h,o,k SA1loop ..\OtherMod\OtherModAnim.hkx MYAnimObject03
' + -a SA1exit SAanim3.hkx
' fu -a FURNITURE1_Enter FURNITURE1_Enter.hkx
' + FURNITURE1_Loop FURNITURE1_Loop.hkx
' + -a FURNITURE1_Exit FURNITURE1_Exit.hkx
' pa -D3.466667 HugB paired_hugb.hkx
' km -o,D4.000000,Tnpcsoundplay.npckillchop/2.555,T2_killactor/3.333
FNISKillmove FNIS_Killmove.hkx AnimObjectSword/1
'
' AnimEvents and Animation File names have to be unique through all mods (even for
files in different folders)
' so it's a good idea to use mod specific abbreviations for all your names