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.
Attack
This token is most often appended to the current animation state when a unit is in the process of attacking.
Birth
Used when a model first enters the world. Very common for Zerg units born out of a morph ability, and the initial hit of spell effects.
Blink
Block
Build
Burrow
Used as both the act of burrowing for Zerg units, and a modifier token for other actions while burrowed.
Channel
Denotes a sustained action. Often used for looping spells.
Cloak
Corrupted
Creep
Dance
Played when the /dance command is used. Useful for taunts.
Death
Detect
Dialogue
Fidget
A very rare alternate stand animation. Can have characterized special movement, because it will not be played often.
Flail
Fling
Freeze
Gather
Jump
Leaping, such as a Reaper travelling up and down a cliff.
Kill
Land
Listen
Often used for an active idle while another character is speaking.
Load
Entering a drop ship. Animations with this token should generally take a unit from the ground to the air. Because pickups are instantaneous, this is not often used.
Morph
NearImpact
Penetrate
Pickup
Placement
Animation used when deciding where to spawn or build a unit or structure. Often applies a ghost-like or holographic display to emphasize that the object is not yet real.
Pose
Reload
Restart
Run
Shield
Spell
Stand
The default animation. The exporter will mark the scene as a Stand animation if no other Animation Names are defined. Stand is also the animation that the engine tries to play when no other animation is requested.
Standup
Talk
Animation while a character is speaking. If the character is set up for dynamic facial animation, the relevant bones will be overwritten, therefore, this can either be a generic body animation, or include generic babbling facial animation that will get replaced.
Taunt
Turn
Used to reorient a unit. Commonly paired with either 'Left' or 'Right'
Unburrow
Called when a Zerg unit leaves the burrowed state, giving it an opportunity to animate coming up from the ground. Happens right when the 'Burrow' status is removed.
Unload
Exiting a drop ship. Animations with this token should generally take a unit from the air to the ground.
Victory
Walk
Applied as the primary token when a unit is moving.
Work
Commonly used for active skills and workers' mining animations. Buildings will play this animation when producing units or researching tech.
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.
Attached
Terran Add-ons use this when successfully connected to a building.
Cover
Dead
Post death state. Can be used to do things like choose animations with emissive textures animated to off.
Fly
Used to enforce flying state for units that can be both on the ground and in the air, such as some Terran Buildings.
Thrown
Ready
Used as a preparation state for another action. For example, Ready is often used to keep a character in an attack pose, even if they are not attacking.
Unpowered
Often used for the case of a unit or building being present, but disabled, such as a Protoss building outside of a pylon power field.
Wounded
Can be applied to switch to a set of limping animations, also used to make Zerg Buildings bleed when they are badly damaged.
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.
Blast
Explosive death, such as from a Siege Tank shot.
Disintegrate
Acidic deaths, such as a Roach's attack.
Eat
Unused Death Type for a unit getting devoured by another unit.
Electrocute
Death by electrocution, such as from a lightning effect.
Eviscerate
Slicing death, such as a cut from a Zealot or Dark Templar.
Fire
Burn death, such as from a Hellion.
Silentkill
Stealth kill, such as a killing shot from a Ghost.
Squish
Unused Death Type for a unit getting killed by a strong force from above.
Directional Tokens
Forward
In front of the unit's current facing direction.
Back
Behind the unit's current facing direction.
Left
To the unit's left. Often seen in combination with 'Turn'
Right
To the unit's right. Often seen in combination with 'Turn'
Inferior
Facing downward, such as firing down a cliff.
Equal
Facing parallel, though in practice, not often used.
Superior
Facing upwards, such as firing at an air unit or up a cliff. Sometimes, such as with the Baneling, this is also used to denote something that is better, or upgraded.
Emotional Tokens
Angry
Dominant
Happy
Scared
AngryEyes
FearEyes
HappyEyes
SadEyes
SeriousEyes
SurpriseEyes
Body Tokens
Arm
Chest
Eye
Leg
Character Tokens
Adjutant
Dehaka
Evomaster
Horner
Kerrigan
Lasarra
Raynor
Stukov
Valerian
Zagara
User Interface Tokens
Click
The mouse has been pressed on the current item.
Highlight
Attention is being called to the current item.
Hover
The mouse is currently over the item.
Miscellaneous Tokens
Close
Far
Double
Alternate
Complex
Simple
Small
Medium
Large
Slow
Fast
Turbo
Enemy
Lighting
Glow
Portrait
Can be used to separate sets of animations. For example, if a single model is used both in-game and in a portrait window, the Portrait prop can be used to distinguish between two Stand animations.
Custom
By requiring this token when calling an animation, it can be used to make sure you get a particular crafted animation for the situation. For example requesting 'Custom Stand' will never trigger a regular stand animation. Useful for organization.
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.
GLBirth
Played when a unit is first created, and transitions into 'GLStand'
GLStand
Looped while a unit is alive.
GLDeath
Triggered upon a unit's death. Transitions it from 'GLStand' to 'GLDead'
GLDead
A unit can loop an animation from where GLDeath has finished until the model actually removed from rendering.
Special Tokens
IGNORE
Has no meaningful effect on the 3ds Max side, but requesting an animation with the 'ignore' token in the query will always return no results, which makes animations with the token 'ignore' in their names nearly impossible to call.
Default
Reserved, but functionally unused Prop. 'Stand' is the de facto default.
'Protoss', 'Terran', and 'Zerg'
Used by some Cutscene assets for categorization purposes, but not commonly used for in-game units.
'Start' and 'End'
While these tokens have no ingrained behavior, they are universally used for Bracketed Animations. When denoted as such in the Data editor, 'Start' will play, then the unmodified animation will loop, and finally 'End' will play before the animation sequence finishes.
'01' through '99'
Two-digit numbers denote implicit variations of animations. Two animations with different Two-digit numbers, but otherwise identical tokens will be chosen at random by the animations system. '00' may be explicitly specified, but it is identical to having no implicit variation token, which may produce unexpected results.
'A' through 'Z' and 'Zero' through 'Nine'
Single letters in the roman alphabet, as well as spelled out versions of the numerals are reserved for the purposes of creating explicit variations that are not triggered automatically by the variation system.
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.
Alternateex
Berserk
Bone
Chain
Complete
Critical
Decay
Defend
Drain
EatTree
Entangle
Fill
Flesh
Gold
Hit
Light
Looping
Lumber
Moderate
Off
Puke
Severe
Slam
Spiked
Spin
StageFirst
StageSecond
StageThird
StageFourth
StageFifth
Swim
Throw
Upgrade
Disallowed Tokens
Some tokens are specifically disallowed by the system and will produce invalid animations and files.
Unknown
First
Last
Count