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Animation Operations

Sleys edited this page Jul 31, 2026 · 4 revisions

Animation Operations defines the complete lifecycle of Data-Driven animations during the loading process. Every animation passes through a sequence of operations that determines whether it is registered, virtualized, or configured.

Each operation serves a different purpose and is executed in a specific order. Understanding this pipeline is important before working with any animation-related system.

🔄 Operation Pipeline

During startup, the animation system performs the following operations:

  • Register Animations
  • Virtualize Animations Configure Animations

Each stage depends on the previous one and cannot be reordered.


Operation Purpose
Register Creates brand-new animations and registers them into Epic Fight's animation registry.
Virtualize Creates a new animation by cloning an existing one while preserving its original behavior.
Configure Modifies the properties and behavior of an already existing animation.

📝 Register Operation

The Register operation is responsible for creating entirely new animations.

Registered animations become part of Epic Fight's animation registry and can be referenced by any compatible system, including Skills, Weapons, Mob Patches, Datapacks, or any other animation-aware feature.


🔄 Virtualize Operation

Virtualization creates a new animation instance from an existing registered animation.

Rather than building a completely new animation from scratch, the system clones an existing animation while preserving its internal logic and behavior.

This is useful when you need a slightly different version of an animation without modifying the original.

Important

Virtual animations are generated after the registration phase. Because of this, they are intended only for runtime usage and cannot be referenced by systems that require registered animations.

For example:

  • ❌ Cannot be assigned directly to Skills.
  • ❌ Cannot be used as a registry animation.
  • ✅ Can be played during gameplay.

⚙️ Configure Operation

Configuration modifies an animation that already exists.

Instead of creating a new animation, this operation updates properties such as animation behavior, timing, events, or other configurable parameters.

Both registered animations and virtual animations can be configured.


⚠️ IMPORTANT NOTES

  • Operations are executed in a fixed order: Register → Virtualize → Configure.
  • Only registered animations become part of Epic Fight's animation registry.
  • Virtual animations are runtime clones and cannot be used wherever a registered animation is required.
  • Configure can modify both registered and virtual animations.
  • The Skill Builder generates virtual animations internally, allowing them to be customized during the configuration stage.

EF: Extended Datapacks

📦 Data

🧰 Core

👁️ Visuals

⚔️ Combat

🗝️ Skill Builder

🛠️ Innate Builder

🗡️ Animation Operations

⚙️ Third-Party

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