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Animation Playback Speed
Animation Playback Speed allows an animation to dynamically modify its playback speed while it is being played.
Unlike a fixed animation speed, playback speed modifiers are evaluated continuously during the animation, allowing the speed to react to gameplay conditions such as charging, airborne states, or custom logic.
This property can be applied to any animation operation that supports animation properties, including Registry, Virtualization, and Configuration.
"animation_playback_speed": {
...
}| Field | Type | Description |
|---|---|---|
type |
String | Playback speed modifier to use. |
params |
Object | Additional parameters required by the selected modifier. Some modifiers do not require parameters. |
The following playback modifiers are included by default.
| Type | Description |
|---|---|
epicfight_edp:constant |
Plays the animation at a constant speed. |
epicfight_edp:charging |
Gradually increases playback speed while charging. |
epicfight_edp:charging_linked |
Smoothly adjusts the speed of charging link animations. |
epicfight_edp:air_loop |
Dynamically slows or pauses an airborne animation until the entity approaches the ground. |
Uses a fixed playback speed during the entire animation.
| Field | Type | Description |
|---|---|---|
constant |
Float | Playback speed multiplier. |
"animation_playback_speed": {
"type": "constant",
"params": {
"epicfight_edp:constant": 0.5
}
}Changes playback speed according to the current charging progress.
This modifier is intended for charging skills and allows the animation to accelerate while the player continues charging.
| Field | Type | Description |
|---|---|---|
max_elapse |
Float | Maximum animation time affected by the charging calculation. |
"animation_playback_speed": {
"type": "epicfight_edp:charging",
"params": {
"max_elapse": 0.8
}
}Automatically adjusts the playback speed of linked charging animations.
This modifier does not require any additional parameters.
"animation_playback_speed": {
"type": "epicfight_edp:charging_linked"
}Designed for aerial animations.
While the entity is still high above the ground, the animation slows down and can temporarily pause portions of the animation, allowing it to naturally resume as the entity approaches the ground.
This modifier does not require any parameters.
"animation_playback_speed": {
"type": "epicfight_edp:air_loop"
}{
"type": "air_attack",
"transition_time": 0.2,
"animation": "biped/combat/greatsword_dual_airslash",
"armature": "epicfight:entity/biped",
"basis_attack_speed": 0.75,
"move_vertically": false,
"cancellable_movement": false,
"phases": [
{
"antic": 0.0,
"pre_delay": 0.25,
"contact": 0.5,
"recovery": 1.25,
"hand": "off_hand",
"properties": {
"damage": 1.75
},
"colliders": [
{ "joint": "Tool_L" },
{ "joint": "Tool_R" }
]
}
],
"play_speed_modifier": {
"type": "air_loop"
},
"in_time_events": [
{
"type": "fracture_ground",
"side": "client",
"start": 0.45,
"params": {
"edge": [0.0, -0.2, -2.0],
"joint": "Root",
"radius": 1.6,
"pose_time": 1.1
}
}
]
}- Playback modifiers are evaluated continuously while the animation is playing.
- Different modifiers may require different parameter objects.
- If a modifier does not require configuration, the params field may be omitted.
- Custom playback modifiers can be added by other mods through the public Registry.
- If the event used is standard and was not added by third parties, the namespace can be omitted, for example "epicfight_edp:air_loop" -> "air_loop"
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