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MS3D Material Sequence

This guide provides instructions for setting up material-based animation sequences in Blender for export to tmmokit. It emphasizes the importance of using correct animation names, applying the cyclic tag for looping animations, and ensuring frame ranges match to prevent in-game errors. Proper alignment between Blender and the game's animation system is crucial for successful implementation.

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0% found this document useful (0 votes)
6 views1 page

MS3D Material Sequence

This guide provides instructions for setting up material-based animation sequences in Blender for export to tmmokit. It emphasizes the importance of using correct animation names, applying the cyclic tag for looping animations, and ensuring frame ranges match to prevent in-game errors. Proper alignment between Blender and the game's animation system is crucial for successful implementation.

Uploaded by

developers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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# Material Animation Sequence Setup

This guide outlines how to define animation sequences in Blender for export to
**tmmokit** via material-based animation tags. Proper setup is critical to ensure
animations trigger correctly in-game.

---

## 1. General Guidelines

- **Looping Animations**
- Use the `cyclic` tag to make animations loop smoothly (e.g., idle, walk, run).

- **Sequence Matching**
- Animation sequences **must** match the expected skill or action names used by
the in-game actor.
- If a sequence is missing or mislabeled, the game may **fail to animate** or
**crash** during the related event.

---

## 2. Sequence Syntax

Sequences are embedded as material names or object data strings using the following
syntax:

### Examples

| Sequence Name | Frame Range | Cyclic? | Notes |


|---------------|---------------|---------|------------------------------|
| `idle` | 10–73 | Yes | Standard idle loop |
| `cready` | 89–104 | Yes | Combat-ready idle loop |
| `pain1` | 120–135 | No | First pain reaction |
| `pain2` | 151–166 | No | Second pain reaction |
| `walk` | 182–201 | Yes | Walking loop |
| `run` | 217–226 | Yes | Running loop |
| `attack1` | 242–257 | No | First attack animation |
| `attack2` | 273–288 | No | Second attack animation |
| `attack3` | 304–319 | No | Third attack animation |
| `death` | 335–360 | No | Death animation |

---

## 3. Summary

When defining material-based animation sequences:

- Use correct names that map to the game logic (idle, walk, attack1, etc.).
- Use the `cyclic` flag for looping animations.
- Double-check frame ranges to avoid mismatches and ensure smooth transitions.
- Consistency between Blender setup and the game’s animation system is key to
avoiding errors or missing behaviors.

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