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Starcraft 2 Animation List

Here's a list of explanation of all the animations that all M3 models use.
Taken from the Art Tools' tutorials for documentation.

  • Stand

    The basic idle, and the default animation. A model with no Anim Properties will have whatever animation is currently active in the timeline exported as 'Stand'.
  • Stand Work [Start/End]

    Commonly used for active skills and workers' mining animations. Buildings will play this animation when producing units or researching tech.
  • Stand Unpowered [Start/End]

    Animation played when buildings do not have ability to function. Protoss buildings play this when lacking pylon power. Sometimes used for "fainted" units as well.
  • Stand Listen

    Animation for a character listening to another. Often used while one character is playing a 'Talk' animation in a Cutscene.
  • Talk [Angry/Happy/Victory]

    Animation while a character is speaking. If the character is set up for dynamic facial animation, the relevant bones will be overwritten, therefore, this can either be a generic body animation, or include generic babbling facial animatino that will get replaced. The emotional modifiers may be used to select more accurate expressions.
  • Fly [Start/End/Stand/Walk]

    Used to enforce flying state for units that can be both on the ground and in the air, such as some Terran Buildings. Note: Most flying units simply use 'Walk' for locomotion.
  • Walk [Left/Right/Slow/Fast]

    Most common animation for movement. Modifier tokens may modify the exact style of movement.
  • Turn [Left/Right]

    Used to rotate the character in place.
  • Attack [Inferior/Superior]

    Animation used when a unit attacks. This animation may be called again by the game before it completes based on the unit's attack interval, thus it may never reach the end unless it is the last attack. If a non-looping attack finishes, the unit will commonly fall back into it's 'Stand' or 'Stand Ready' animations.
  • Spell [A/B/C/...]

    Animation called when a unit uses a special ability. Can be one-shot or looping depending on the requirements. Many caster units have multiple distinct spells, and use explicit variations to give each spell a unique visual signature, instead of using implicit variations.
  • Fidget

    An uncommonly played idle animation that can contain larger and more varied movements than is practical for s 'Stand' variant, often used to give the unit some extra personality. This is usually only triggered after a unit has been standing idle for some time.
  • Death [Blast/Eviscerate/Fire/Silentkill]

    The animation played when a unit dies. It must be non-looping, as the engine will remove the unit once the animation finishes. Most Death animations are no more than 10 seconds, and remove the unit completely from view either by dissolve, fade, or pushing the unit below ground. The modifier tokens are applied by the killing weapon, and encourage the unit to display a different flavor or death animation. Artistically, Death animations often tone down team color and emissive so players know that the units are no longer active.
  • Build A [Start/Stand], Build B [Start/Stand], Build C [Start/Stand], Build D Start

    These animations are played, in order, over the course of most Zerg and Terran building construction. The Stands loop to fill build time, and the Starts are transitions between each state, with Build D Start transitioning directly into the building's 'Stand'.
  • GLStand [Start/End] [A/B/C/.../Z]

    Animations automatically called for a model and constantly looped. These animations almost always use Track Sets, because they play with a relatively high priority and would otherwise overwrite all other animation on the model. They are used most often for ambient effects, material animation, or other aspects of the model that should be constantly and consistently animated.
Raw list of all valid animations:


Attack
Birth
Build
Burrow
Click
Cover
Cover Attack
Cover End
Cover Reload
Cover Start
Custom
Dead
Death
Death Blast
Death Eviscerate
Death Fire
Death Squish
Dialogue
Fidget
Fidget Complex
Fidget Equal
Fidget Inferior
Fidget Simple
Fidget Superior
Flail
Fly
Fly End
Fly Start
Gather
GLbirth
GLstand
GLdeath
GLdead
Highlight
Hover
Hover End
Hover Start
Jump
Jump End
Kill
Land Back
Land Forward
Land Left
Land Right
Lighting
Morph
Pickup
Ready
Ready End
Ready Run
Ready Start
Ready Walk
Reload
Run
Silentkill
Spell
Stand
Stand Angry
Stand Happy
Stand Victory
Stand Dance
Stand Work
Stand Work End
Stand Work Start
Stand Wounded
Stand Unpowered
Stand Unpowered Start
Stand Unpowered End
Stand Cover
Stand Cover Fidget
Stand Cover Talk
Stand Ready Cover
Stand Ready Cover Start
Stand Ready Cover End
Stand Ready Cover Talk
Stand Morph
Stand Morph Start
Stand Morph End
Stand Listen
Stand Blink
Standup
Talk
Talk Angry
Talk Happy
Talk Victory
Thrown Back
Thrown Forward
Thrown Left
Thrown Right
Turn Left
Turn Right
Unburrow
Walk
Walk Left
Walk Right
Walk Slow
Walk Fast
AngryEyes
HappyEyes
SadEyes
SeriousEyes
SurpriseEyes
FearEyes
 
Last edited:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
Add a conditional to the unit actor to not play the animation for that ability. Basically make sure that the ability animation is only played for abilities that are not flare. Since no new animation is issued it should keep with the old animation when flare is cast.
 
Level 7
Joined
May 15, 2009
Messages
169
since this has been brought up; I do have a question.

When issuing an order through an actor event to play an animation; how do you get things like "attack right" or "turn left" to work properly? Entering 1 field as "turn" and the other as "left" makes him not turn, and not turn left. Same goes for attacking. He will attack, but the 2nd line will do nothing. This is the same case if you were to use a bracket.

Do animation commands like this only work through triggering commands to an actor, as opposed to actor events?
 
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