Dragon's Dogma 2 animation catalog

Every weapon-skill animation of the Arisen's nine vocations, recorded in game, with the ids and frame numbers you need to build skills with Skill Creator.

AnimationsStock animations by vocation: video, motionData id, hit frames
EffectsComing later

What this is

Each clip is a stock animation from the game's own banks (bank 110 Fighter to 190 Trickster), played on the Arisen with that vocation's weapon drawn and recorded on a flat test floor. The video was recorded at half speed and 30 frames a second, so one video frame is one animation frame: step through a clip with , and . to find the exact frame a swing connects.

Next to the video: the hit windows and HitTiming marks, projectiles (shells), the first frame the game lets the Arisen act again, super armor and stagger settings, and how far the clip carries the Arisen, all read from the game's animation event data.

Using the ids with Skill Creator

  1. Open the animation gallery, pick a vocation or type in the filter (a name, bank:id, a weapon, or words like hit, shell, armor, moves).
  2. Press Copy under the video: it copies a line like motionData = {0, 110, 1} (layer 0 = the whole body, then the bank and the clip id).
  3. Paste it into a sequence node of your skill. Add nextFrame (when the next node starts; the gallery's "act again" frame is a good choice) and, if you like, a start frame and blend: {0, bank, id, startFrame, blend}.
  4. Frames are the clip's own, 60 a second at speed 1. A node's speed scales time, not frames: a hit on frame 53 lands on frame 53 at any speed.

The gallery's "Using these in Skill Creator" box has the details (cut-short clips, the playhead, clips with their own speed curve). Custom skills work on the Arisen only, and Skill Creator renumbers skill ids when another Skill Creator mod is added.

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