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	<id>https://planeshift.top-ix.org//pswiki/index.php?action=history&amp;feed=atom&amp;title=Character_Animations</id>
	<title>Character Animations - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://planeshift.top-ix.org//pswiki/index.php?action=history&amp;feed=atom&amp;title=Character_Animations"/>
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	<updated>2026-04-07T00:53:41Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Character_Animations&amp;diff=24194&amp;oldid=prev</id>
		<title>Talad: /* Animations for Characters */</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Character_Animations&amp;diff=24194&amp;oldid=prev"/>
		<updated>2021-12-04T14:41:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Animations for Characters&lt;/span&gt;&lt;/p&gt;
&lt;a href=&quot;https://planeshift.top-ix.org//pswiki/index.php?title=Character_Animations&amp;amp;diff=24194&amp;amp;oldid=24193&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Talad</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Character_Animations&amp;diff=24193&amp;oldid=prev</id>
		<title>Talad: Created page with &quot; Animations are played at 30FPS, and usually span from 50 to 150 frames. The numbers below are an indication of our current characters, and should not be considered a strict g...&quot;</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Character_Animations&amp;diff=24193&amp;oldid=prev"/>
		<updated>2021-12-04T14:32:32Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; Animations are played at 30FPS, and usually span from 50 to 150 frames. The numbers below are an indication of our current characters, and should not be considered a strict g...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
Animations are played at 30FPS, and usually span from 50 to 150 frames. The numbers below are an indication of our current characters, and should not be considered a strict guideline.&lt;br /&gt;
&lt;br /&gt;
== Animations for Characters ==&lt;br /&gt;
Here is the official list of needed animations for characters.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Animations&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Number of frames&lt;br /&gt;
&amp;#039;&amp;#039;Notes&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Walk&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
44             &lt;br /&gt;
&amp;#039;&amp;#039;movement speed must be 1,4 meters / second&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Run&amp;#039;&amp;#039;&amp;#039;            &lt;br /&gt;
30             &lt;br /&gt;
&amp;#039;&amp;#039;movement speed must be 5,6 meters / second&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039;&amp;#039;          &lt;br /&gt;
50             &lt;br /&gt;
&amp;#039;&amp;#039;movement speed must be 1 meters / second&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idle&amp;#039;&amp;#039;&amp;#039;           &lt;br /&gt;
60&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Idlevar&amp;#039;&amp;#039;&amp;#039;        &lt;br /&gt;
60&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Die&amp;#039;&amp;#039;&amp;#039;            &lt;br /&gt;
50             &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 18-20&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackfaststart&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
5          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackfastloop&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
5          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 5&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackfastend&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
5          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackfastvar1&amp;#039;&amp;#039;&amp;#039;     &lt;br /&gt;
5          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 5&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackmedstart&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
12          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackmedloop&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
6          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 6&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackmedend&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
12          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackmedvar1&amp;#039;&amp;#039;&amp;#039;     &lt;br /&gt;
6          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 6&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackslowstart&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
19          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackslowloop&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
7          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 7&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackslowend&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
19          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackslowvar1&amp;#039;&amp;#039;&amp;#039;     &lt;br /&gt;
7          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 7&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attack2handstart&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
25   &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attack2handloop&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
10          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 10&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attack2handend&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
25&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attack2handvar1&amp;#039;&amp;#039;&amp;#039;     &lt;br /&gt;
10          &lt;br /&gt;
&amp;#039;&amp;#039;full contact at frame 10&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hit&amp;#039;&amp;#039;&amp;#039;            &lt;br /&gt;
35          &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Attackidle&amp;#039;&amp;#039;&amp;#039;     &lt;br /&gt;
30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Strafe&amp;#039;&amp;#039;&amp;#039;         &lt;br /&gt;
30             &lt;br /&gt;
&amp;#039;&amp;#039;movement speed must be 1,35 meters / second&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cast&amp;#039;&amp;#039;&amp;#039;           &lt;br /&gt;
60&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Greet&amp;#039;&amp;#039;&amp;#039;          &lt;br /&gt;
80&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sit down&amp;#039;&amp;#039;&amp;#039;       &lt;br /&gt;
60&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sit idle&amp;#039;&amp;#039;&amp;#039;       &lt;br /&gt;
60&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stand up&amp;#039;&amp;#039;&amp;#039;       &lt;br /&gt;
60&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Craft&amp;#039;&amp;#039;&amp;#039;          &lt;br /&gt;
70&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Crafthammer&amp;#039;&amp;#039;&amp;#039;    &lt;br /&gt;
70&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Swim&amp;#039;&amp;#039;&amp;#039;           &lt;br /&gt;
40&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shootbow&amp;#039;&amp;#039;&amp;#039;       &lt;br /&gt;
100            &lt;br /&gt;
&amp;#039;&amp;#039;attack ends at 65, wait till 100 for the arrow to hit&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ride&amp;#039;&amp;#039;&amp;#039;           &lt;br /&gt;
100            &lt;br /&gt;
&amp;#039;&amp;#039;the character sits on the saddle on point 0,0,0&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ridehorse&amp;#039;&amp;#039;&amp;#039;      &lt;br /&gt;
100            &lt;br /&gt;
&amp;#039;&amp;#039;the character sits on the saddle on point 0,0,0&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Animations for Monsters ==&lt;br /&gt;
Mandatory animations: Walk, Idle, Run, Attack, Die, Hit (takes damage)&lt;br /&gt;
&lt;br /&gt;
Optional animations: Attackidle, Attackvar (n), Idle - Var (n), Sleep/Sit&lt;/div&gt;</summary>
		<author><name>Talad</name></author>
	</entry>
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