Animation naming conventions
Animations in ZenGin follow a simple naming convention that helps to identify the purpose of each animation.
Type
The animation prefix indicates a type of animation.
State
s_ is used for state animation. It is usually a looping animation that represents a character's state (e.g., standing, walking, running).
| Running state animation | |
|---|---|
| Blacksmith's anvil state 0 animation | |
|---|---|
Transition
t_ is used for transition animations. These animations are played when transitioning from one state to another.
| Transition from running to sneaking | |
|---|---|
| Transition for blacksmith's anvil standing to state 0 | |
|---|---|
Random
r_ is used for random animations. These are non-looping animations that can be played randomly, often used for idle behaviors or actions.
| Random scratching head animation | |
|---|---|
Combined
c_ is used for parts of combined animation that are later combined with aniComb in MDS files