AB Pipeline Animation List
Below is a detailed description of each animation used by the AB pipeline, referenced in Gun Data Structure > 2.2 Objects for the AB pipeline
General notes
Every animation below starts from either the
normal poseor themounted pose, transitions into its specific action, then returns back to that same pose.The "Description" column in the table only covers the characteristics of that middle action.
Animations marked with an asterisk are 1-frame animations.
Animations without an asterisk are multi-frame animations (can simply be called a motion)
1. Magazine-related group
Thanks to the mechanic of interacting with individual magazines, players can stash a magazine into a selectable slot in the Inventory, which means the gun can be shown without a magazine loaded.
Animation code | Description |
|---|---|
magin | 1. The hand grabs a magazine from the belt and attaches it to the gun body |
magin-dry | 1. The hand grabs a magazine from the belt and attaches it to the gun body |
magout | The hand detaches the magazine from the gun body and stows it into the magazine pouch |
magout-boltlock | In some cases, the gun requires the bolt to be in a locked state before the magazine can be removed; this animation will rarely be used. |
2. The mount pose group
This pose group simulates the character's hand gripping the part where the magazine inserts (the magwell) or the magazine itself, to add extra stability while firing. Used in the quick aim and free fire stances.
Why use the word mounted for this pose? Because in real life, a user can mount their weapon against various surfaces by pressing the hand-guard against them.
Animation code | Description |
|---|---|
mounted (*) | 1. Left hand grips the magwell and part of the magazine. |
mounted-fire | 1. Both hands' pose is the same as |
mounted-fire-dry (*) | - Both hands' pose is the same as |
mounted-fire-dry-boltlock (*) | - Both hands' pose is the same as |
3. The normal pose group
This pose group simulates the character's left hand gripping the hand-guard, used mainly in the non-aiming stance. Most descriptions are the same as the mounted group, except for the difference in the left hand's pose.
Animation code | Description |
|---|---|
normal (*) | - Same as |
normal-fire | Same as |
normal-fire-dry | Same as |
normal-fire-dry-boltlock | Same as |
4. The reload group
Based on the possibility that one round may still be left in the chamber, combined with the choice between a tactical reload and a fast reload, the reload animations include:
The set of animations for when the hand starts out holding the hand-guard (normal pose)
Animation code | Description |
|---|---|
reload | 1. One hand holds the gun, the other pulls the current magazine out of the gun, stows it into the magazine pouch, then pulls out a new magazine and attaches it to the gun |
reload-dry | Same as |
reload-fast | Same as |
reload-fast-dry | Same as |
The set of animations for when the hand starts out holding the magazine (mounted pose).
Since the hand is already holding the magazine, the reload is faster, the hand doesn't need to move from the
normal poseto pull the magazine outThese animations are optional; if missing, they'll be replaced by the corresponding animations from the
normal posegroup above. That said, filling in these animations gives the best experience.
Animation code | Description |
|---|---|
reload-mounted | Same as |
reload-dry-mounted | Same as |
reload-fast-mounted | Same as |
reload-fast-dry | Same as |
Unlike the CB pipeline, which uses the code base reload duration parameter for a fixed reload time (see Gun Data Structure > 2.1.4 CB group), the character's reload speed in the AB pipeline depends entirely on the length of the animation
5. Other animations
Unlike the animations in the 4 groups above, which start and end with the normal/mounted pose, the animations in this group are missing one of the two, either the starting or ending pose. This gives the animator freedom to design the action however they like.
Animation code | Description |
|---|---|
weapon-deploy | - Used in the match's opening animation sequence |
weapon-in | The gun is "drawn out" onto the screen quickly (not as long as |
weapon-inspect | Starts with the |
weapon-out | Starts with the |
weapon-out-mounted | Starts with the |