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[Animation] Update & reword "How to play or edit animations" to be a bit more specific #137

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Oct 6, 2024
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4 changes: 2 additions & 2 deletions docs/zengin/anims/tutorials/standalone_animation.md
Original file line number Diff line number Diff line change
Expand Up @@ -28,8 +28,8 @@ Click import and wait for the magic to happen.

This video shows a freshly imported model with all default meshes.

!!! note
If we now want to play (or edit) existing animation, we can now load it on top of this. Just as before **File > Import > Kerrax ASCII model (.asc)** and select different animation file (or armor file), for example `Hum_SmokeHerb_Layer_M01.asc` for an animation file.
!!! How to play or edit animations
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If we now want to play (or edit) an existing animation, we can now load the animation file in .asc on top of our currently loaded model. Just as before, **File > Import > Shoun's ASCII Model importer (.asc)** and select the desired animation file (or armor file), for example `Hum_SmokeHerb_Layer_M01.asc`.
![type:video](https://www.youtube.com/embed/FDicnSwhv0w)

Gothic characters are modular and you can change their heads on the fly, even during gameplay as seen in this amazing video from my dear friend and colleague Fawkes - [Head changing](https://www.youtube.com/watch?v=2GBmpeyqKIA). Let's add a head so that we can see how the whole body will behave while we are animating. **File > Import > Kerrax ASCII model (.asc)**, navigate to your head model. You will have to decompile it like we did with the body itself. We will import `HUM_HEAD_PONY.ASC`. Please make sure to select the target bone for importing **Bip01 Head**, this will attach the head to the proper bone, just like the engine does it.
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