Animations and VFX

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How it works

When an animation is required to play on an actor an "animationId" is used to define both the animation that is played as well as the particle effect that may accompany it. This "id" is actually a bitpacked value in the following format:

VFX Number Animation Number VFX Category
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
  • Animation Number: The specific file number to play within the animation category folder (see below).
  • VFX Category: Sets the VFX folder category that will be play from.
  • VFX Number: The specific file number to play within the VFX category folder (see below).

If you look inside your FFXIV Install Folder/client/ folder, you will notice a chara and vfx folder. The former contains model and animation info for every pc, monster, and object model. Based on the actor model and it's state, an animation category folder path will be made. For example a Hyur male in a passive state standing will load animation files in thise folder FINAL FANTASY XIV/client/chara/pc/c001/act/cmn/em1/base/. The animation number provided matches the numbered files in this folder. Therefore we can deduce all possible animations for a specific set of state.

The particle effect portion is stored in the VFX folder. Unlike animations, the category to load from is not based on state and rather is provided. See below for the mapping between the category number and folder name. For example category 5 is provided with the VFX number 30. This means the particle effect FINAL FANTASY XIV/client/vfx/itm/0030 will be loaded and played along with the animation.

Note that some animations/vfx were not implemented or required to be paired with each other (such as the throw snowball animation and snowball effect). Animations may also include sound effects as well.

Animation Categories

Category Folder Description
em1 Animations while passive.
em2 Animations while sitting on the floor.
em3 Animations while sitting on a chair.
lib
lil
lui
fid Field idle animations. Set on NPCs using a motion pack.
bid Battle idle animations.
rid Riding idle animations.
sid Sitting idle animations.
atk Auto attack animations.
mgc Magic casting animations.
wsc Weapon Skill animations.
btl Throwing animations.

VFX Categories

Cat# Hex Category Folder Description
1 0x01 mgk Magic effects.
2 0x02 sys
3 0x03 etc
4 0x04 lib Various effects and animations.
5 0x05 emt Item / Emote effects for passive state.
6 0x06 em1 Item / Emote effects for active state?
7 0x07 em2 Item / Emote effects for sitting on an object.
8 0x08 em3 Item / Emote effects for sitting on the ground.
9 0x09 em4 Item / Emote effects for an unknown state. Tries to call 'em4' folder from character model, perhaps placeholder for mounts?
10 0x0A kao
11 0x0B glx Three bitshifted values for displaying a guildleve plate. Causes character to animate with em1/4001 to throw the guildleve up
12 0x0C gly Three bitshifted values for displaying a guildleve plate. Does nothing with the character. Meant for receiving a shared guildleve perhaps?
13 0x0D cbi
14 0x0E abl Ability effects.
15 0x0F pop Spawning effects.
16 0x10 cft Crafting effects (success/fail/etc).
17 0x11 btl
18 0x12 wsc Weapon Skill Character effects.
19 0x13 wss Monster Skill effects.
20 0x14 pic Gathering effects (using buffs, swing animations on character)
21 0x15 liu Hand animations.
22 0x16 lin
23 0x17 lif
24 0x18 lil Speaking animations.
25 0x19 atk
33 0x21 wss Same as 19?
111 0x6F n/a Chanting effects (casting a spell/song/etc) w/ actor posing
112 0x70 n/a Chanting effects (casting a spell/song/etc) w/o actor posing
113 0x71 n/a Spiritbond effect. Animation number dictates which equipment glows
120 0x78 n/a Sounds associated with the death animation that setState plays?
124 0x7C n/a Old notes say "Sheath/Unsheath", but that isn't the whole story.
126 0x7E n/a Footstep effects? Eg. Dust, grass, water being kicked up from the model's foot.
127 0x7F n/a Seems to interrupt a spell chant/active state?