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Supported Entities
This page tabulates all entities that may be supported for animation with Stop Motion Helper Beta. To start, animation support has three levels of classification:
- Complete support (CS): Keyframing, animation playback, and GMod save packing
- Partial support (PS): Keyframing and animation playback
- No support (NS): Possible keyframing, but no evidence of animation
A single entity can only have at most 1 support category, but a group of entities can have a range. On the other hand, entities themselves have two classifications:
- Map-created (MC): Spawned by the map.
- Player-created (PC): Spawned by the player, or by indirect means due to the player
The following table summarizes the relationship of map-created and player-created entities and their animation support
| Entity Class | Animation Support Range | Reason |
|---|---|---|
| MC | NS - PS | No support for packing |
| PC | PS - CS | Animation always supported for (scripted) entities |
Player-created entities in general have complete or partial support. Map-created entities in general have partial or no support; they never have complete support because in the packing system, map entities are ignored during a GMod save. Hence, map entities lose their packing data, and the animator must manually load the animation.
Because entities come in two classes, we may include them in the table for completeness.
| Entity | Entity Type | Animation Support | Reason |
|---|---|---|---|
| Ragdolls | PC | CS | Modifiers for animation, can be packed |
| Map ragdolls | MC | PS | Can't be packed |
| Physics props | PC | CS | Modifiers for animation, can be packed |
| Map physics props | MC | PS | Can't be packed |
| Effect props | PC | CS | Both the root and its attached entity model can be animated via Nonphysical Bone Modifier. Can be packed. |
| NPCs | PC | CS | Faces and their (nonphysical) bones can be animated. Can be packed. Some NPCs with physics bones (e.g. Animated Props) can be moved around. Take caution when animating these because they can disappear if they did, losing animation data. Use their ragdoll representation instead |
| Weapons | PC | CS? | Same reason as physics props. Can be packed? Take caution when animating these because they can disappear if a player picks them up or if they disappear on their own, losing animation data. Use their physics prop representation instead. |
| Map NPCs | MC | PS | Same reasons as NPCs. Can't be packed |
| Map Weapons | MC | PS | Same reasons as Weapons. Can't be packed |
| func_brush | MC | NS - PS | Can't be packed. Some entities do not respond to movement but can contain keyframes. |
| func_tracktrain | MC | NS - PS | Same reasons as func_brush. |
| func_door | MC | NS - PS | Same rasons as func_brush. |
| Scripted Entities | PC | PS - CS | Some entities aren't meant to be duplicated -> may not be packed. |
| Map Scripted Entities | MC | PS | Same reasons as Scripted Entities. Can't be packed |