Skip to main content

Weapons

To ship custom dodge animations, add entries to the Animations map inside your weapon's ItemPlayerAnimations JSON, keyed by one of the names below.

Animation Names

There are 16 dodge animation slots, one for each combination of direction (Forward, Backward, Left, Right) and style (plain, Body, Duck, Jump). The plain variant is used when no explicit style is selected; the others are used by the reactive hit system (see Dodge Animations).

DirectionPlainBody (mid hit / twirl)Duck (high hit / roll)Jump (low hit / flip)
ForwardPDDashForwardPDDashForwardBodyPDDashForwardDuckPDDashForwardJump
BackwardPDDashBackwardPDDashBackwardBodyPDDashBackwardDuckPDDashBackwardJump
LeftPDDashLeftPDDashLeftBodyPDDashLeftDuckPDDashLeftJump
RightPDDashRightPDDashRightBodyPDDashRightDuckPDDashRightJump

Partial Overrides

You do not have to declare all 16 animations. Each name is checked independently — any slot you skip falls back to the default model animation.

Resolution Order

  1. Weapon's ItemPlayerAnimations: if the held weapon's animation map contains the required name, the weapon's animation plays
  2. Player model's AnimationSets: otherwise, the default Perfect Dodge animation plays