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Animation Bus System

Like many NSFW frameworks, Depraved Sense has its own animation system in order to play animations with characters. However, in order to have a system able to handle the complexity that is Project Zomboid, a simple linear system that goes from stage1, stage2, stage3… would not suffice.

So, Depraved Sense has a powerful node based animation system that can support transitions, custom animation events, and the ability of having multiple modules that can link each other. This system allows us to create highly dynamic animations that can change based on player’s actions mid scenes. If you ever worked with other node based systems in other major tools such as Unity or Godot, you might get familiar with it.

You may also find out that most of this system’s logic is Server sided. This is to make sure the animations can stay in sync (most of the time) with all clients.

If you are coming from a space like Skyrim or Palworld where its animation systems are mainly tag based, you might feel overwhelmed by it, as tags aren’t a main point. But stay calm, this system is way simpler when you learn the basics.