Oh my, this is so awesome. If only I still played JKA and could actually play JKA MP... Eh. The modding possibilities with an accurate Revan model not illegal to port is endless.
Except I'm pretty sure gir doesn't allow people to edit his work. I may be wrong.
Ok, here's the first part of the animations-by-function list (everything apart from PM_SetSaberMove, which accounts for most of the saber anims; I'll do that one tomorrow):
Spoiler:
Code:
bg_pmove.c PM_AdjustStandAnimForSlope(...)
LEGS_LEFTUP1
LEGS_LEFTUP2
LEGS_LEFTUP3
LEGS_LEFTUP4
LEGS_LEFTUP5
LEGS_RIGHTUP1
LEGS_RIGHTUP2
LEGS_RIGHTUP3
LEGS_RIGHTUP4
LEGS_RIGHTUP5
LEGS_S1_LUP1
LEGS_S1_LUP2
LEGS_S1_LUP3
LEGS_S1_LUP4
LEGS_S1_LUP5
LEGS_S1_RUP1
LEGS_S1_RUP2
LEGS_S1_RUP3
LEGS_S1_RUP4
LEGS_S1_RUP5
EDIT: *snip*
bg_pmove.c PM_AdjustAngleForWallRun(...)
BOTH_WALL_RUN_RIGHT_STOP
BOTH_WALL_RUN_LEFT_STOP
bg_pmove.c PM_AdjustAngleForWallRunUp(...)
BOTH_FORCEWALLRUNFLIP_ALT
BOTH_FORCEWALLRUNFLIP_END
bg_pmove.c PM_AdjustAngleForWallJump(...)
BOTH_FORCEWALLHOLD_FORWARD
BOTH_FORCEWALLHOLD_LEFT
BOTH_FORCEWALLHOLD_BACK
BOTH_FORCEWALLHOLD_RIGHT
BOTH_FORCEJUMP1
bg_pmove.c PM_Animate(...)
BOTH_ENGAGETAUNT // upon BUTTON_GESTURE
bg_pmove.c PM_CheckJump(...)
BOTH_FORCEWALLREBOUND_RIGHT
BOTH_FORCEWALLREBOUND_LEFT
BOTH_FORCEWALLREBOUND_FORWARD
BOTH_FORCEWALLREBOUND_BACK
BOTH_FORCEINAIR1
BOTH_FLIP_F
BOTH_FLIP_B
BOTH_FLIP_R
BOTH_FLIP_L
BOTH_FORCEINAIRBACK1
BOTH_FORCEINAIRRIGHT1
BOTH_FORCEINAIRLEFT1
BOTH_FORCEJUMP1
BOTH_WALL_RUN_RIGHT
BOTH_WALL_FLIP_RIGHT
BOTH_WALL_RUN_LEFT
BOTH_WALL_FLIP_LEFT
BOTH_FLIP_BACK1
BOTH_WALL_RUN_LEFT_FLIP
BOTH_WALL_RUN_RIGHT_FLIP
BOTH_FORCEWALLRUNFLIP_END
BOTH_WALL_FLIP_BACK1
BOTH_FORCEWALLRUNFLIP_START
BOTH_FORCEJUMPRIGHT1
BOTH_FORCEJUMPLEFT1
BOTH_FORCEJUMPBACK1
BOTH_FORCELAND1
BOTH_FORCELANDBACK1
BOTH_FORCELANDLEFT1
BOTH_FORCELANDRIGHT1
bg_pmove.c PM_JumpForDir(...)
BOTH_JUMP1
BOTH_JUMPBACK1
BOTH_JUMPRIGHT1
BOTH_JUMPLEFT1
bg_pmove.c PM_CrashLand(...) // "hard landings that generate sound events"
BOTH_FORCELAND1
BOTH_FORCELANDBACK1
BOTH_FORCELANDLEFT1
BOTH_FORCELANDRIGHT1
BOTH_LAND1
BOTH_LANDBACK1
BOTH_LANDLEFT1
BOTH_LANDRIGHT1
BOTH_GUNSIT1
TORSO_WEAPONREADY4
WeaponReadyAnim[pm->ps->weapon] // see bottom of this file
bg_pmove.c PM_GroundTrace(...) // check whether player is grounded
BOTH_JUMP1
BOTH_JUMPBACK1
bg_pmove.c PM_GroundTraceMissed(...) // "we are in freefall"
BOTH_CHOKE3
BOTH_INAIR1
BOTH_JUMP1
BOTH_JUMPBACK1
BOTH_INAIR1
bg_pmove.c PM_Footsteps(...)
BOTH_STAND1
BOTH_CROUCH1IDLE
BOTH_CROUCH1WALK
BOTH_CROUCH1WALKBACK
BOTH_RUN1
BOTH_RUN2
BOTH_RUN_DUAL
BOTH_RUN_STAFF
BOTH_RUNBACK1
BOTH_RUNBACK2
BOTH_WALK1
BOTH_WALK2
BOTH_WALK_DUAL
BOTH_WALK_STAFF
BOTH_WALKBACK1
BOTH_WALKBACK2
BOTH_WALKBACK_DUAL
BOTH_WALKBACK_STAFF
BOTH_SWIM_IDLE1
BOTH_SWIMFORWARD
TORSO_WEAPONREADY4
bg_pmove.c PM_TryRoll(...)
BOTH_ROLL_B
BOTH_ROLL_F
BOTH_ROLL_R
BOTH_ROLL_L
bg_pmove.c PmoveSingle(...)
BOTH_MEDITATE_END
BOTH_INAIR1 // only in jetpack mode; IDK if possible in mp
BOTH_INAIRBACK1 // only in jetpack mode; IDK if possible in mp
BOTH_INAIRLEFT1 // only in jetpack mode; IDK if possible in mp
BOTH_INAIRRIGHT1 // only in jetpack mode; IDK if possible in mp
bg_pmove.c PM_VehicleWeaponAnimate(...)
BOTH_VS_ATF_G
BOTH_VS_ATL_G
BOTH_VS_ATL_S
BOTH_VS_ATR_S
BOTH_VS_ATR_G
BOTH_VS_IDLE
BOTH_VS_IDLE_SR
BOTH_VS_IDLE_G
BOTH_VS_REV
BOTH_VT_ATF_G
BOTH_VT_ATL_G
BOTH_VT_ATL_S
BOTH_VT_ATR_G
BOTH_VT_ATR_S
BOTH_VT_IDLE
BOTH_VT_IDLE_S
BOTH_VT_IDLE_G
BOTH_VT_RUN_FWD
BOTH_VT_TURBO
BOTH_VT_WALK_REV
bg_pmove.c PM_Weapon(...) // some of the anims here may actually
// not be used in mp (I'll check this later)
BOTH_FORCEPUSH
BOTH_FORCEPULL
BOTH_FORCEGRIP_HOLD
BOTH_FORCE_2HANDEDLIGHTNING_HOLD
BOTH_FORCELIGHTNING_HOLD
BOTH_SABERPULL
BOTH_CHOKE3
BOTH_FORCE_GETUP_B1
BOTH_FORCE_GETUP_B3
BOTH_GETUP1
BOTH_KNOCKDOWN1
BOTH_ENGAGETAUNT
BOTH_A3_TL_BR
BOTH_D3_TL___
BOTH_KNEES1
BOTH_FORCE_GETUP_F2
BOTH_KNOCKDOWN5
BOTH_B1_BL___
BOTH_GESTURE1
BOTH_A7_KICK_F
BOTH_A7_KICK_B
BOTH_A7_KICK_R
BOTH_A7_KICK_L
BOTH_A7_KICK_F_AIR
BOTH_A7_KICK_B_AIR
BOTH_A7_KICK_R_AIR
BOTH_A7_KICK_L_AIR
BOTH_GUNSIT1
BOTH_STAND6
BOTH_ATTACK4
BOTH_MELEE1
BOTH_MELEE2
TORSO_RAISEWEAP1
TORSO_WEAPONREADY4
WeaponReadyAnim[pm->ps->weapon] // see bottom of this file
WeaponAttackAnim[pm->ps->weapon] // see bottom of this file
bg_pmove.c PM_BeginWeaponChange(...)
TORSO_DROPWEAP1
bg_pmove.c PM_FinishWeaponChange(...)
TORSO_RAISEWEAP1
bg_pmove.c PM_GetSaberStance(...)
saber1>readyAnim // from sab file, can be anything
saber2>readyAnim // from sab file, can be anything
BOTH_SABERPULL
BOTH_STAND1
BOTH_STAND2
BOTH_SABERFAST_STANCE
BOTH_SABERSLOW_STANCE
BOTH_SABERDUAL_STANCE
BOTH_SABERSTAFF_STANCE
WeaponReadyLegsAnim[pm->ps->weapon] // (see bottom of this file)
bg_saber.c PM_SaberLockLoseAnim(...)
BOTH_LK_S_S_T_SB_1_L
BOTH_BF1BREAK
BOTH_K1_S1_T_
BOTH_BF1BREAK
BOTH_KNOCKDOWN4
BOTH_A3_T__B_
BOTH_LK_S_S_S_SB_1_L
BOTH_V1_BL_S1
BOTH_V1_BR_S1
BOTH_CWCIRCLEBREAK
bg_saber.c PM_SaberLockWinAnim(...)
BOTH_A3_T__B_
BOTH_BF1BREAK
BOTH_CCWCIRCLEBREAK
BOTH_CWCIRCLEBREAK
BOTH_LK_S_S_T_SB_1_W
BOTH_KNOCKDOWN4
BOTH_K1_S1_T_
BOTH_V1_BL_S1
BOTH_V1_BR_S1
bg_saber.c PM_SaberLockResultAnim(...)
BOTH_LK_S_DL_S_B_1_L
BOTH_LK_S_DL_S_B_1_W
BOTH_LK_S_DL_S_SB_1_L
BOTH_LK_S_DL_S_SB_1_W
BOTH_LK_S_DL_T_B_1_L
BOTH_LK_S_DL_T_B_1_W
BOTH_LK_S_DL_T_SB_1_L
BOTH_LK_S_DL_T_SB_1_W
BOTH_LK_S_ST_S_B_1_L
BOTH_LK_S_ST_S_B_1_W
BOTH_LK_S_ST_S_SB_1_L
BOTH_LK_S_ST_S_SB_1_W
BOTH_LK_S_ST_T_B_1_L
BOTH_LK_S_ST_T_B_1_W
BOTH_LK_S_ST_T_SB_1_L
BOTH_LK_S_ST_T_SB_1_W
BOTH_LK_S_S_S_B_1_L
BOTH_LK_S_S_S_B_1_W
BOTH_LK_S_S_S_SB_1_L
BOTH_LK_S_S_S_SB_1_W
BOTH_LK_S_S_T_B_1_L
BOTH_LK_S_S_T_B_1_W
BOTH_LK_S_S_T_SB_1_L
BOTH_LK_S_S_T_SB_1_W
BOTH_LK_DL_DL_S_B_1_L
BOTH_LK_DL_DL_S_B_1_W
BOTH_LK_DL_DL_S_SB_1_L
BOTH_LK_DL_DL_S_SB_1_W
BOTH_LK_DL_DL_T_B_1_L
BOTH_LK_DL_DL_T_B_1_W
BOTH_LK_DL_DL_T_SB_1_L
BOTH_LK_DL_DL_T_SB_1_W
BOTH_LK_DL_ST_S_B_1_L
BOTH_LK_DL_ST_S_B_1_W
BOTH_LK_DL_ST_S_SB_1_L
BOTH_LK_DL_ST_S_SB_1_W
BOTH_LK_DL_ST_T_B_1_L
BOTH_LK_DL_ST_T_B_1_W
BOTH_LK_DL_ST_T_SB_1_L
BOTH_LK_DL_ST_T_SB_1_W
BOTH_LK_DL_S_S_B_1_L
BOTH_LK_DL_S_S_B_1_W
BOTH_LK_DL_S_S_SB_1_L
BOTH_LK_DL_S_S_SB_1_W
BOTH_LK_DL_S_T_B_1_L
BOTH_LK_DL_S_T_B_1_W
BOTH_LK_DL_S_T_SB_1_L
BOTH_LK_DL_S_T_SB_1_W
BOTH_LK_ST_DL_S_B_1_L
BOTH_LK_ST_DL_S_B_1_W
BOTH_LK_ST_DL_S_SB_1_L
BOTH_LK_ST_DL_S_SB_1_W
BOTH_LK_ST_DL_T_B_1_L
BOTH_LK_ST_DL_T_B_1_W
BOTH_LK_ST_DL_T_SB_1_L
BOTH_LK_ST_DL_T_SB_1_W
BOTH_LK_ST_ST_S_B_1_L
BOTH_LK_ST_ST_S_B_1_W
BOTH_LK_ST_ST_S_SB_1_L
BOTH_LK_ST_ST_S_SB_1_W
BOTH_LK_ST_ST_T_B_1_L
BOTH_LK_ST_ST_T_B_1_W
BOTH_LK_ST_ST_T_SB_1_L
BOTH_LK_ST_ST_T_SB_1_W
BOTH_LK_ST_S_S_B_1_L
BOTH_LK_ST_S_S_B_1_W
BOTH_LK_ST_S_S_SB_1_L
BOTH_LK_ST_S_S_SB_1_W
BOTH_LK_ST_S_T_B_1_L
BOTH_LK_ST_S_T_B_1_W
BOTH_LK_ST_S_T_SB_1_L
BOTH_LK_ST_S_T_SB_1_W
bg_saber.c PM_WeaponLightsaber(...)
BOTH_STAND1
w_saber.c WP_SaberPositionUpdate(...)
BOTH_DEADFLOP1 // overriding death anim if died during grapple
BOTH_KYLE_MISS // a particular situation during grappling
w_saber.c G_GrabSomeMofos(...)
BOTH_KYLE_MISS
BOTH_KYLE_PA_1
BOTH_KYLE_PA_2
BOTH_PLAYER_PA_1
BOTH_PLAYER_PA_2
w_saber.c G_SaberLockAnim(...)
BOTH_LK_DL_DL_T_L_2
BOTH_LK_DL_DL_S_L_2
BOTH_LK_ST_ST_T_L_2
BOTH_LK_ST_ST_S_L_2
BOTH_LK_S_S_T_L_2
BOTH_LK_S_S_S_L_2
BOTH_LK_DL_DL_S_L_1
BOTH_LK_DL_DL_T_L_1
BOTH_LK_DL_ST_S_L_1
BOTH_LK_DL_ST_T_L_1
BOTH_LK_DL_S_S_L_1
BOTH_LK_DL_S_T_L_1
BOTH_LK_ST_DL_S_L_1
BOTH_LK_ST_DL_T_L_1
BOTH_LK_ST_ST_S_L_1
BOTH_LK_ST_ST_T_L_1
BOTH_LK_ST_S_S_L_1
BOTH_LK_ST_S_T_L_1
BOTH_LK_S_DL_S_L_1
BOTH_LK_S_DL_T_L_1
BOTH_LK_S_ST_S_L_1
BOTH_LK_S_ST_T_L_1
BOTH_LK_S_S_S_L_1
BOTH_LK_S_S_T_L_1
w_saber.c WP_SabersCheckLock2(...)
BOTH_BF2LOCK
BOTH_BF1LOCK
BOTH_CCWCIRCLELOCK
BOTH_CWCIRCLELOCK
w_saber.c CheckSaberDamage(...)
BOTH_V1_B__S1
BOTH_V1_BR_S1
BOTH_V1__R_S1
BOTH_V1_TR_S1
BOTH_V1_T__S1
BOTH_V1_TL_S1
BOTH_V1__L_S1
BOTH_V1_BL_S1
BOTH_STAND1
w_force.c Jedi_DodgeEvasion(...) // called by WP_DisruptorMain/AltFire and WP_FireConcussionAlt
BOTH_DODGE_FL
BOTH_DODGE_FR
BOTH_DODGE_L
BOTH_DODGE_R
w_force.c G_SpecialRollGetup(...)
BOTH_GETUP_BROLL_R
BOTH_GETUP_BROLL_L
BOTH_GETUP_BROLL_F
BOTH_GETUP_BROLL_B
cg_players.c CG_G2PlayerHeadAnims(...)
FACE_ALERT
FACE_DEAD
FACE_FROWN
FACE_TALK1
FACE_TALK2
FACE_TALK3
FACE_TALK4
cg_servercmds.c CG_BodyQueueCopy(...)
BOTH_DEAD1
g_active.c G_CheckClientIdle(...)
BOTH_STAND1IDLE1
BOTH_STAND2IDLE1
BOTH_STAND2IDLE2
TORSO_RAISEWEAP1
g_active.c G_SetTauntAnim(...)
BOTH_ENGAGETAUNT
BOTH_GESTURE1
BOTH_DUAL_TAUNT
BOTH_STAFF_TAUNT
BOTH_BOW
BOTH_MEDITATE
BOTH_SHOWOFF_FAST
BOTH_SHOWOFF_MEDIUM
BOTH_SHOWOFF_STRONG
BOTH_SHOWOFF_DUAL
BOTH_SHOWOFF_STAFF
BOTH_VICTORY_FAST
BOTH_VICTORY_MEDIUM
BOTH_VICTORY_STRONG
BOTH_VICTORY_DUAL
BOTH_VICTORY_STAFF
ent->client->saber[X].tauntAnim // from sab file, can be anything
ent->client->saber[X].bowAnim // from sab file, can be anything
ent->client->saber[X].meditateAnim // from sab file, can be anything
ent->client->saber[X].flourishAnim // from sab file, can be anything
ent->client->saber[X].gloatAnim // from sab file, can be anything
g_client.c ClientSpawn(...)
BOTH_STAND1TO2
TORSO_RAISEWEAP1
WeaponReadyAnim[client->ps.weapon] // see bottom of this file
g_client.c G_BreakArm(...)
BOTH_PAIN2
BOTH_PAIN3
g_cmds.c TryGrapple(...) // this is also called by PM_Weapon (in case of WP_MELEE)
BOTH_KYLE_GRAB
g_combat.c G_PickDeathAnim(...)
BOTH_CHOKE3
BOTH_RIGHTHANDCHOPPEDOFF
BOTH_DEATH1
BOTH_DEATH2
BOTH_DEATH3
BOTH_DEATH4
BOTH_DEATH5
BOTH_DEATH6
BOTH_DEATH7
BOTH_DEATH8
BOTH_DEATH9
BOTH_DEATH10
BOTH_DEATH11
BOTH_DEATH12
BOTH_DEATH13
BOTH_DEATH14
BOTH_DEATH15
BOTH_DEATH16
BOTH_DEATH17
BOTH_DEATH18
BOTH_DEATH19
BOTH_DEATH20 // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
BOTH_DEATH21 // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
BOTH_DEATH22 // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
BOTH_DEATH23 // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
BOTH_DEATH24 // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
BOTH_DEATH25 // via BG_PickAnim( ..., BOTH_DEATH1, BOTH_DEATH25 )
g_combat.c G_CheckSpecialDeathAnim(...)
BOTH_DEATHBACKWARD1
BOTH_DEATHBACKWARD2
BOTH_DEATH_CROUCHED
BOTH_DEATH_FALLING_DN
BOTH_DEATH_FALLING_UP
BOTH_DEATH_LYING_DN
BOTH_DEATH_LYING_UP
BOTH_DEATH_FLIP
BOTH_DEATH_ROLL
BOTH_DEATH_SPIN_180
g_items.c EWebPositionUser(...) // IDK if this can occur in mp
BOTH_STRAFE_LEFT1
BOTH_STRAFE_RIGHT1
g_main.c G_RunFrame(...)
BOTH_CONSOLE1 // this is only provoked in case ent->client->isHacking is true
// IDK if that's possible in mp (the flag may be set in Touch_Multi, so...)
g_trigger.c Touch_Multi(...) // function called if a trigger_multi or trigger_once is used
// IDK if that can occur in mp
BOTH_BUTTON_HOLD
g_utils.c TryHeal(...) // "healing" an emplaced gun or somesuch (only in GT_SIEGE)
BOTH_BUTTON_HOLD
g_utils.c TryUse(...) // using an entity in the world
BOTH_BUTTON_HOLD
g_vehicles.c Initialize(...)
BOTH_VS_IDLE
g_vehicles.c UpdateRider(...) // Riding a vehicle
BOTH_JUMP1
BOTH_ROLL_B
BOTH_ROLL_F
BOTH_ROLL_L
BOTH_ROLL_R
BOTH_VS_DISMOUNT_L
BOTH_VS_DISMOUNT_R
AnimalNPC.c AnimateVehicle(...) // This function affects the rider of the tauntaun as well
BOTH_VT_IDLE
BOTH_VT_MOUNT_B
BOTH_VT_MOUNT_L
BOTH_VT_MOUNT_R
AnimalNPC.c AnimateRiders(...) // Riding a tauntaun
BOTH_VT_IDLE
BOTH_VT_ATL_G
BOTH_VT_ATL_S
BOTH_VT_ATR_TO_L_S
BOTH_VT_ATR_G
BOTH_VT_ATL_TO_R_S
BOTH_VT_ATR_S
BOTH_VT_ATF_G
BOTH_VT_TURBO
BOTH_VT_WALK_FWD
BOTH_VT_RUN_FWD
BOTH_VT_IDLE1
BOTH_VT_IDLE_G
BOTH_VT_IDLE_SL
BOTH_VT_IDLE_SR
SpeederNPC.c AnimateRiders(...) // Riding a speeder bike
BOTH_VS_IDLE
BOTH_VS_MOUNT_L
BOTH_VS_MOUNT_R
BOTH_VS_MOUNTJUMP_L
BOTH_VS_MOUNTTHROW_R
BOTH_VS_MOUNTTHROW_L
// some arrays of animations used here and there
bg_misc.c WeaponReadyAnim[...]
BOTH_STAND1
BOTH_STAND2
TORSO_DROPWEAP1
TORSO_WEAPONREADY1
TORSO_WEAPONREADY2
TORSO_WEAPONREADY3
TORSO_WEAPONREADY10
bg_misc.c WeaponAttackAnim[...]
BOTH_ATTACK1
BOTH_ATTACK2
BOTH_ATTACK3
BOTH_STAND1
BOTH_STAND2
BOTH_THERMAL_THROW
bg_misc.c WeaponReadyLegsAnim[...]
BOTH_STAND1
BOTH_STAND2
I once wrote a script to copy the animations from those xsi files to a second skeleton using MatchTransform. Alas, the second skeleton was only set up for FK; I suspect it wouldn't work too well with an IK rig.
Last edited by N-7; September 10th, 2009 at 02:22 PM.
I'm sure he probably has those, we grabbed them right as they first were released. XSI also has 2 awesome functions called GATOR and MOTOR that allow attribute transfers which will help with transferring existing animations from 1 skeleton to another.
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