File Location
Animation configs are stored in:Core Structure
Animation configuration files contain three main sections:- Animations - Animation definitions for various states
- WiggleWeights - Physics-based item movement
- Camera - Camera rotation constraints
- PullbackConfig - (Optional) Item positioning overrides
Animations Section
TheAnimations object maps animation names to their configuration.
Movement Animations
Custom Action Animations
Animation Properties
Path to the .blockyanim file for first-person view.Example:
"Characters/Animations/Items/Dual_Handed/Rifle/Idle_FPS.blockyanim"Path to the .blockyanim file for third-person view when stationary.Example:
"Characters/Animations/Items/Dual_Handed/Rifle/Idle.blockyanim"Path to the .blockyanim file for third-person view when moving.Used for action animations like shooting or special abilities.
Path to facial expression animation that plays during this action.Common expressions:
"Characters/Animations/Expressions/Rage.blockyanim""Characters/Animations/Expressions/Frown.blockyanim""Characters/Animations/Expressions/Smile.blockyanim"
Animation playback speed multiplier. Lower values slow the animation down.
0.25- Very slow (lightsaber ignition)0.5- Half speed (idle)1.0- Normal speed2.0- Double speed (sprint)
Whether the animation should loop continuously.Set to
true for idle, walk, run animations.
Set to false for one-shot actions like attacks.Time in seconds to blend from the previous animation to this one.
0- Instant transition (attacks)0.1- Quick blend (crouch)0.4- Smooth blend (falling)
If true, maintains the previous first-person animation while playing the third-person animation.Useful for jump/fall animations where first-person view shouldn’t change.
Whether the animation allows the item to clip through geometry.
WiggleWeights
Controls physics-based item movement in first-person view, adding realistic sway and bob.Rotation around the X-axis (up/down tilt). Higher values increase sway.
How quickly pitch movement dampens. Lower = slower return to neutral.
Rotation around the Z-axis (side-to-side tilt).
How quickly roll movement dampens.
Linear movement along the X-axis (left/right).
How quickly X movement dampens.
Linear movement along the Y-axis (up/down).
How quickly Y movement dampens.
Linear movement along the Z-axis (forward/backward).
How quickly Z movement dampens.
Camera Configuration
Defines camera rotation constraints and target skeleton nodes.Vertical camera rotation limits in degrees.
Max: Maximum upward angle (60 = look up significantly)Min: Maximum downward angle (-30 = look down moderately)
Skeleton nodes that rotate with vertical camera movement.Common nodes:
"Head", "LShoulder", "RShoulder"Horizontal camera rotation limits in degrees.
Max: Maximum rightward angleMin: Maximum leftward angle
Skeleton nodes that rotate with horizontal camera movement.Common nodes:
"Belly", "Torso"Camera configuration is optional. Omitting the
AngleRange object removes rotation limits.PullbackConfig (Optional)
Overrides item positioning and rotation offsets for left and right hands.[X, Y, Z] position offset for the left hand in Hytale units.
[X, Y, Z] rotation in degrees for the left hand.
[X, Y, Z] position offset for the right hand in Hytale units.
[X, Y, Z] rotation in degrees for the right hand.
Common Animation States
Here’s a reference of standard animation states you may want to implement:Movement States
Idle- Standing stillWalk/WalkBackward- WalkingRun/RunBackward- RunningSprint- SprintingCrouch/CrouchWalk- CrouchingJump/JumpWalk/JumpRun- Jumping variationsFall/FallFar- Falling
Swimming States
SwimIdle- Floating on surfaceSwim/SwimBackward/SwimFast- Surface swimmingSwimDive/SwimDiveBackward/SwimDiveFast- Underwater swimmingSwimFloat/SwimSink- Vertical movement in waterSwimJump- Jumping out of water
Flight States
FlyIdle- HoveringFly/FlyBackward/FlyFast- Flying movement
Climbing States
ClimbIdle- Hanging on wallClimbUp/ClimbDown- Vertical climbingClimbLeft/ClimbRight- Horizontal climbing
Action States
Interact- Using/interacting with objectsShoot- Ranged attackGuardBash- Melee attack- Custom actions (e.g.,
OrbisGalactic_Lightsaber_Ignite)
Best Practices
Animation Speed
- Use slower speeds (0.2-0.3) for dramatic actions like lightsaber ignition
- Use normal speed (1.0) for most combat actions
- Use faster speeds (1.5-2.0) only for sprint animations
Blending
- Use
BlendingDuration: 0for instant actions (attacks, shooting) - Use
BlendingDuration: 0.1for quick transitions (crouch, interact) - Use
BlendingDuration: 0.4for smooth transitions (falling)
Facial Expressions
Add personality to actions withThirdPersonFace:
- Rage - Intense actions (charged attacks, force powers)
- Frown - Concentrated actions (shooting, precise movements)
- Smile - Satisfying actions (retract lightsaber, successful hit)