Note: When seeing 'No 'SCS Root Object'!' message instead of animations list make sure to parent armature object to SCS Root Object.Ĭustom export path should be used to store your animation files somewhere else than the rest of the files when exporting SCS Game Object. To create your own mover you should create new 'def/world/mover.\.sii' file and define mover in that file by the template from original 'def/world/mover.sii' file. Examples for mover objects are: windmills, pedestrians, animals etc. Movers can be placed all around the game world with the help of map editor. Static loop animations used by so called 'mover' objects. Example of these animations are truck interior animations in Euro Truck Simulator 2 which are defined inside each truck definition folder (example path: 'def/vehicle/truck/man.tgx/interior/animations.sui'). This means that first frame will be used as 0 state and last frame will be used as state 1, any state between this range is interpolated across whole keyframe range of animation.
Program driven animations which mostly expects animation range from 0 to 1 if not stated differently in animation definition files.
Animations used in SCS games are driven by skeletons and keyframe animations (which are manipulating bones in the skeleton).