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Appendix: Animation Tokens

Overview

Animation Names are comprised of one or more animation tokens. The game will request an animation using some combination of these tokens, and use the one that gives the best match using a Fuzzy Match System. Many tokens are unused, and most tokens have no hard-coded meaning. They are just referenced in certain conventional ways in Data. Tokens that are not recognized by the engine may produce unusable animations.


Action Tokens

Generally, action tokens are used with AnimPlay commands in the editor, and denote verbs that the model should perform.


State Tokens

State tokens are used to modify the currently playing animation. They often coerce the model into using a different set of animations for the same verbs, and are left on the model for the duration of the associated status.

Death Type Tokens

Death types denote different ways to show a unit being eliminated from the game. The killing weapon specifies which death type to favor, and the model will play the most specific animation possible, unless in Reduced Violence mode.


Directional Tokens


Emotional Tokens


Body Tokens


Character Tokens


User Interface Tokens


Miscellaneous Tokens


Global Loops

Global loops are animations that always play throughout a model's lifetime. They play with a very high priority, and will overwrite most other animation unless they are masked with a TrackSet. It is common to see Global Loops used for things like general material animation for pulsing lights or a scrolling texture.


Special Tokens


Legacy Tokens

Animation Tokens were also used during the development of WarCraft III. These tokens have been ported forward to the StarCraft II engine. There are no examples of their use in StarCraft II, but they are available for use with the engine.


Disallowed Tokens

Some tokens are specifically disallowed by the system and will produce invalid animations and files.