Difference between revisions of "Animations and VFX"

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| 4 || lib || Various effects and animations.
 
| 4 || lib || Various effects and animations.
 
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| 5 || itm || Item effects for passive state.9 = unknown,
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| 5 || itm || Item effects for passive state.
 
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| 6 || itm || Item effects for active state?
 
| 6 || itm || Item effects for active state?

Latest revision as of 14:41, 22 June 2019

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

Category Number Category Folder Description
1 mgk Magic effects.
2 sys
3 etc
4 lib Various effects and animations.
5 itm Item effects for passive state.
6 itm Item effects for active state?
7 itm Item effects for sitting on an object.
8 itm Item effects for sitting on the ground.
9 itm Item effects for an unknown state. Tries to call 'em4' folder from character model, perhaps placeholder for mounts?
10 kao
11 gl1-3 Three bitshifted values for displaying a guildleve plate. Causes character to animate with em1/4001 to throw the guildleve up
12 gl1-3 Three bitshifted values for displaying a guildleve plate. Does nothing with the character. Meant for receiving a shared guildleve perhaps?
13 cbi
14 abl Ability effects.
15 pop Spawning effects.
16 cft Crafting effects (success/fail/etc).
17 btl
18 wsc Weapon Skill Character effects.
19 wss Monster Skill effects.
20 pic Gathering effects (using buffs, swing animations on character)
21 liu Hand animations.
22 lin
23 lif
24 lil Speaking animations.
25 atk
33 wss Same as 19?