No, these won't be set up for DV. It ends up being a waste of geometry, etc 99.9% of the time. They do have a few anims for emotive head/body movement which can be used to convey speech in an old-school manner. Not outstanding for talking to the players face but better than nothing and they look ok when talking to each other. Depending on what happens with the DV merge, I will later make a couple "hero/boss" type characters which are set up for it.
Bond1 has yet to release any media/fx using SM2 for
characters but if they don't work off the get-go, it should only take minimal skill to arrange the files to work with whatever shader. They will work with the stock SM1+ and Bond1/CoZ SM3 .fx.
These will look great if I can get spec working correctly. I think I need to place the spec map in the normalmaps alpha layer but not certian. I've done that before with no noticeable change but it depends on how the .fx is set up.
Anyhow here's my update. Something random to look at...
***TIER 0***
anim11 Impact Front = 0,19
anim12 Bounce Front = 20,39
anim14 Impact Back = 40,59
anim15 Bounce Back = 60,79
anim20 Impact Right = 80,99
anim21 Bounce Right = 100,119
anim17 Impact Left = 120,139
anim18 Bounce Left = 140,159
anim61 Weapon Impact Front = 0,19
anim62 Weapon Bounce Front = 20,39
anim64 Weapon impact Back = 40,59
anim65 Weapon Bounce Back = 60,79
anim70 Weapon Impact Right = 80,99
anim71 Weapon Bounce Right = 100,119
anim67 Weapon impact Left = 120,139
anim68 Weapon Bounce Left = 140,159
***TIER 1***
anim22
anim48 GUARD IDLE = 612,636
anim49 GUARD MOVE SLOW = 637,661
anim33 STACK IDLE = 662,686
anim34 STACK MOVE SLOW = 688,710-
anim1 Idle = 712,736
anim2 Move Slow = 738,760
anim3 Strafe Left = 762,781
anim4 Strafe Right = 782,801
anim5 Move Fast = 803,819-
anim6 Throw = 821,880
anim24 TRANSITION CROUCH = 881,885
anim25 TRANSITIONSTAND = 886,890
anim31 Crouched Idle = 891,915
anim32 Crouched Move Slow (same) = 917,939-
anim33- Crouched Strafe Left (same) = 916,940 NA
anim34- Crouched Strafe Right (same) = 916,940 NA
anim35 Crouched Move Fast (same) = 917,939-
anim36 Crouched Throw = 941,1000
anim72
anim98 Weapon GUARD IDLE = 1001,1025 1390,1414 1779,1803 2168,2192 2557,2581
anim99 Weapon GUARD MOVE SLOW = 1026,1050 1415,1439 1804,1828 2193,2217 2582,2606
anim83 Weapon STACK IDLE = 1051,1075 1440,1464 1829,1853 2218,2242 2607,2631
anim84 Weapon STACK MOVE SLOW = 1077,1099- 1466,1488 1855,1877 2244,2266 2633,2655
anim51 Weapon Idle = 1101,1125 1490,1514 1879,1903 2268,2292 2657,2681
anim52 Weapon Move Slow = 1127,1149- 1516,1538 1905,1927 2294,2316 2683,2705
anim53 Weapon Strafe Left = 1151,1170 1540,1559 1929,1948 2318,2337 2707,2726
anim54 Weapon Strafe Right = 1171,1190 1560,1579 1949,1968 2338,2357 2727,2746
anim55 Weapon Move Fast = 1192,1208 1581,1597 1970,1986 2359,2375 2748,2764
anim56 Weapon Reload = 1210,1269 1599,1658 1988,2047 2377,2436 2766,2785
anim74 Weapon TRANSITION CROUCH = 1270,1274 1659,1663 2048,2052 2437,2441 2786,2830
anim75 Weapon TRANSITIONSTAND = 1275,1279 1664,1668 2053,2057 2442,2446 2831,2835
anim81 Weapon Crouched Idle = 1280,1304 1669,1693 2058,2082 2447,2471 2836,2860
anim82 Weapon Crouched Move Slow (same) = 1306,1328- 1695,1717 2084,2106 2473,2495 2862,2884
anim83- Weapon Crouched Strafe Left (same) = 1305,1329 NA
anim84- Weapon Crouched Strafe Right (same) = 1305,1329 NA
anim85 Weapon Crouched Move Fast (same) = 1305,1329 1695,1717 2084,2106 2473,2495 2862,2884
anim86 Weapon Crouched Reload = 1330,1389 1719,1778 2108,2167 2497,2556 2886,2945
***TIER 1 X (UNARMED WT0 SPECIAL ANIM)***
anim100 SIT CHAIR(29/79) = 190,215-
anim101 SIT CHAIR KBD = 216,241-
anim102 SIT CHAIR KBD TYPE = 242,267-
anim103 SIT CHAIR DIE(30/80) = 268,280
anim104 SIT CHAIR STAND-UP = 281,290
anim105 SIT CHAIR SIT-DOWN = 291,320
anim38 SIT CHAIR KBD = 216,241
anim39 SIT CHAIR KBD TYPE = 242,267
anim110 MELEE SWORD SLASH = 400,430
anim111 MELEE SWORD STAB = 431,461
anim112 MELEE SWORD RIPOSTE = 462,500
anim113 MELEE SWORD PARRY = 501,519
anim114 MELEE AXE CHOP = 520,549
anim115 MELEE BAT SWING = 550,580
***TIER 2***
anim0 Spawn = 3001,3002-
anim44 FLINCH GUT = 3003,3022
anim45 FLINCH LEFT = 3023,3042
anim46 FLINCH RIGHT = 3043,3062
anim8 MELEE PUNCH = 3063,3083
anim9 MELEE UPPERCUT = 3084,3104
anim23 MELEE KICK = 3105,3125
anim26 MELEE STAND DEFEND = 3126,3142
anim37 MELEE CROUCH DEFEND = 3143,3159
anim27 MELEE STAND LEFT PUNCH = 3185,3201
anim28 MELEE STAND LEFT PUNCH(same) = 3185,3201
anim29 MELEE STAND AIM DOWN = 3202,3205
anim30 MELEE STAND AIM UP = 3206,3209
anim7 Climb = 3211,3231
anim13 Get Up Front* = 3233,3272
anim42 Recover Back = 3233,3272
anim16 Get Up Back* = 3273,3302(-10)
anim43 Recover Face = 3273,3302(-10)
anim40 Freeform Idle = 3304,3313
anim41 Freeform Move = 3314,3332
anim50 Weapon Spawn = 3390,3391 3779,3780 4168,4169 4557,4558 4946,4947
anim94 Weapon FLINCH GUT = 3392,3411 3781,3800 4170,4189 4559,4578 4948,4967
anim95 Weapon FLINCH LEFT = 3412,3431 3801,3820 4190,4209 4579,4598 4968,4987
anim96 Weapon FLINCH RIGHT = 3432,3451 3821,3840 4210,4229 4599,4618 4988,5007
anim58 Weapon MELEE PUNCH = 3452,3472 3841,3861 4230,4250 4619,4639 5008,5028
anim59 Weapon MELEE UPPERCUT = 3473,3493 3862,3882 4251,4271 4640,4660 5029,5049
anim73 Weapon MELEE KICK = 3494,3514 3883,3903 4272,4292 4661,4681 5050,5070
anim76 Weapon STAND COCK = 3515,3531 3904,3920 4293,4309 4682,4698 5071,5087
anim87 Weapon CROUCH COCK = 3532,3548 3921,3937 4310,4326 4699,4715 5088,5104
anim88 Weapon CROUCH RECOIL SEMI = 3549,3557 3938,3946 4327,4335 4716,4724 5105,5113
anim89 Weapon CROUCH RECOIL BURST = 3558,3568 3947,3957 4336,4346 4725,4735 5114,5124
anim77 Weapon STAND RECOIL SEMI = 3570,3577 3959,3966 4348,4355 4737,4744 5126,5133
anim78 Weapon STAND RECOIL BURST = 3578,3590 3967,3979 4356,4368 4745,4757 5134,5146
anim79 Weapon STAND AIM DOWN = 3591,3594 3980,3983 4369,4372 4758,4761 5147,5150
anim80 Weapon STAND AIM UP = 3595,3598 3984,3987 4373,4376 4762,4765 5151,5154
anim57 Weapon Climb = 3600,3620 3989,4009 4378,4398 4767,4787 5156,5176
anim63 Weapon Get Up Front* = 3622,3661 4011,4050 4400,4439 4789,4828 5178,5217
anim92 Weapon Recover Back = 3622,3661 4011,4050 4400,4439 4789,4828 5178,5217
anim66 Weapon Get Up Back* = 3662,3691 4051,4080 4440,4469 4829,4858 5218,5247
anim93 Weapon Recover Face = 3662,3691 4051,4080 4440,4469 4829,4858 5218,5247
anim90 Weapon Freeform Idle = 3693,3702 4082,4091 4471,4480 4860,4869 5249,5258
anim91 Weapon Freeform Move = 3703,3721 4092,4110 4481,4499 4870,4888 5259,5277
anim100 50 Weapon TALK RADIO PTT = 3723,3746 4112,4135 4501,4524 4890,4913 5279,5302
anim101 51 Weapon TALK NEUTRAL = 3747,3769 4136,4158 4525,4547 4914,4936 5303,5325
anim102 52 Weapon TALK NO = 3770,3778 4159,4168 4548,4556 4937,4945 5326,5334
anim103 TALK RADIO PTT = 5335,5359
anim104 TALK NEUTRAL 1 = 5360,5384
anim105 TALK NO = 5385,5409
anim106 TALK YES = 5410,5434
anim107 TALK NEUTRAL 2 = 5435,5459
This is the near-final anim list. There are a few that need their numbers reassigned but this is 99% accurate. Please note that this is copied from internal documentation and will be better collated for release.