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orxANIMSET structure


Animation Set

Frequency   = <Float>
KeepInCache = <Bool>
StartAnim   = Animation
Prefix      = <String> string
Digits      = <Int>
Animation   = [String] # [Int]
Animation   = [String] # [String]
Animation-> = {.!+-}Animation1 # {.!+-}Animation2 # ...

Animation and Animation<N>

Texture = path/to/ImageFile.ext
TextureOrigin = <Vector>
TextureSize = <Vector>
Direction = left|right|down|up # left|right|down|up
FrameSize = <Vector>
KeyDuration = <Float>
[AnimationTemplate<N>] ; eg: AnimationTemplate0003
KeyEvent = [String] # <Float>
TextureOrigin = <Vector>
TextureSize = <Vector>
KeyDuration = <Float>


Animation set

This AnimationSet section will become the parent of any Animation section used by it. So they will become common properties to all the animations or animation frames. Properties such as FrameSize, Texture, KeyDuration or Direction can be defined here.

Here's a list of the available properties for an animation set:

  • Frequency: Relative frequency to which the animations will be played. Defaults to 1.0, which means the animation will be played with the timing defined in the config.
  • KeepInCache: If true, the animation set will always stay in cache, even if not currently used by any objects. Can save time but costs memory. Defaults to false.
  • StartAnim: Name of the entry point of the animation graph, first animation to be played by default.
  • Prefix: String prefix that will used in front of all animation names and frames. Defaults to empty string.
  • Digits: How many digits will be used for the animation frame suffixes, ie: 0001. Defaults to 4.
  • <Animation Name>: [String] # [Int]; NB: The first value, optional String, defines a name for the animation config template to use, defaults to the key itself. The second value, optional Int, specifies how many frames should be created: greater than 0: maximum frames to be loaded, -1: as many frames as can fit inside the whole texture, 0: as many frames as are defined in config, defaults to -1.
  • <Animation Name> = [String] # [String]; NB: In this mode, separate texture files are expected for all the frames. The first value defines the animation base file name, the second one defines the file extension.
  • <Animation Name>→ = {.!+-}Animation1 # {.!+-}Animation2 # …; NB: Defines all the possible transitions (ie. links) coming from Animation. The optional prefixes are properties for the link: . means: immediate, ! means: clear target, + means: high priority, - means: low priority.


NB: Do not use manual inheritance at the section level as it will be overridden at runtime; it's parent will then become the animation set section.

Here's a list of the available properties for an animation:

  • Texture: path/to/ImageFile.ext
  • TextureOrigin: Defines the origin of the texture from which to get the frames. Defaults to top left corner, ie. (0, 0, 0)
  • TextureSize: Defines the size of the texture from which to get the frames. Defaults to the actual physical size of the texture
  • Direction: Defines how the frames are read inside the texture. First value defines the direction of the rows, second one the direction of the columns. Defaults to right # down (ie. western writing direction). Examples: left|right|down|up # left|right|down|up
  • FrameSize: Default size of all the frames of this animation
  • KeyDuration: Default key duration for all the frames of this animation


For example: Animation0004 or Animation0005 etc

NB: Do not use manual inheritance at the section level as it will be overridden at runtime: its parent will then become the animation section.

Here's a list of the available properties for an animation frame override:

  • KeyEvent: Optional. Defines a custom event that will be sent when this key is played. The first value is the event's name, the second one, the event's numerical value, which is optional and defaults to 0.0.
  • TextureOrigin: Optional. Overrides the computed origin of the frame. Only define it for manual override.
  • TextureSize: Optional. Overrides the default size of the frame (the FrameSize attribute in the animation/Animation Set). Only define it for manual override.
  • KeyDuration: Optional. Overrides the default key duration of the frame.
  • Any other Graphic property like Pivot or Flip can be used here.


See: Animation Walk-through.

General things to note on the Animation System

You can listen to the orxEVENT_TYPE_ANIM events if you still want to be notified when transitions occur.

Between two animations, the calculated path will take the highest priority links at each step and if two links with the same priority are found, it will then take the one that leads to the shortest path (ie. the least amount of links needed to reach destination).

NB: If you don't feel at ease with this graph system, you can still define all your animations separately and then do all the transitions manually every time the current animation has been completely played (listening to the orxANIM_EVENT_STOP event, for example).

Latest config settings for the Development Version

We endeavor to keep the config properties on this page up to date as often as possible. For up to the minute config information for the latest version of Orx, check the most recent published at:

CreationTemplate.ini and


Additionally these files can be found under your orx source tree in the orx/code/bin folder.

en/orx/config/settings_structure/orxanim.txt · Last modified: 2020/08/20 04:57 (3 years ago) by sausage