' Format: - [] ' type: b (basic) ' o (animated object animation) ' s (sequenced animation (SA), 1st animation) ' + (sequenced animation (SA), 2nd to last animation) ' option: a (acyclic) default: cyclic ' h (headtracking remains) default: headtracking off ' Tn (transition "00Next Clip") used in acyclic animations if another idle will follow immediately ' Ts (transition "IdleStop") in FNIS similar as "Tn" ' transition default: "IdleForceDefaultState" (everything set to default) ' B (blend time n.m sec) default: 0.6 sec ' k (known animation) animation is part of vanilla or another mod (no need to make a physical copy) ' o (only type "s" or "+") this part of a an SA uses the following AnimObject) ' ' relative to Animations\. With -k option use "..\\" ' ' A Sequenced Animation (SA) is a sequence of individually parametrized animations. ' Acyclic SA animations automatically transition into the next animation. To leave a cyclic animation you need to call ' SendAnimEvent() to the next or any other AnimEvent in the SA. The last SA animation alway has to by acyclic (-a). ' ' Examples: ' b -a,h,Tn,B1.2 MyAnimEvent1 MyAnimFile1.hkx ' o -h MyAnimEvent2 AnimationWithAO.hkx MyAnimObject01 ' s -a SA1entry SAanim1.hkx ' + -h,o,k SA1loop ..\OtherMod\OtherModAnim.hkx MYAnimObject02 ' + -a SA1exit SAanim3.hkx ' AnimEvents and Animation File names have to be unique through all mods (even for files in different folders) ' so it's a good idea use mod specific abbreviations for all your names s -a pipesmokingcrossleggedenter pipesmokingcrossleggedenter.hkx + -o pipesmokingcrossleggedstartblaze pipesmokingcrossleggedstartblaze.hkx pipesmokinganimobjectunblazed + -o pipesmokingcrossleggedblazed pipesmokingcrossleggedblazed.hkx pipesmokinganimobjectblazed + -o pipesmokingcrosslegged pipesmokingcrosslegged.hkx pipesmokinganimobjectblazed + -a pipesmokingcrossleggedexit pipesmokingcrossleggedexit.hkx