Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.0
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systems/animation
Module systems/animation
Classes
AnimationBuilder
AnimationPatternHelpers
AnimationPresets
BodyFacingSystem
BoneRotationHelpers
KeyframeConfig
KeyframeFactories
MartialArtsAnimationBuilder
MuscleActivationManager
PlayerAnimationStateMachine
TechniqueAnimationMapper
Interfaces - General
AnimationConfig
AnimationEvents
AnimationHitWindow
AnimationMachineState
AnimationPerformanceMetrics
AnimationUpdateResult
AnkleArticulationState
BodyFacing
DefenseConfig
ExpressionTransitionConfig
GuardArmPosition
GuardPosition
HipRotationState
KickConfig
KneeDriveState
LocomotionConfig
PunchConfig
RecoveryConfig
RecoveryKeyframe
RecoveryTimelinePoint
RecoveryValidationResult
RecoveryVisualization
ShoulderElevationState
SpinalFlexionState
StepConfig
StepKeyframe
TechniqueHitTiming
TorsoRotationState
TransitionRule
WristSnapState
Interfaces - Animation
MappingValidationResult
RecoveryPhaseConfig
TechniqueAnimation
TechniqueAnimationKey
Interfaces - Animation Mapping
AnimationMappingStats
StanceAnimationCollection
Type Aliases - General
BodySide
DefensiveAnimationType
FallType
FootworkDirection
FootworkPattern
GroundState
GuardPositionType
HandHighlightMode
HandPoseName
HandPoseType
HandStrikeType
KickHeight
KickPhaseName
KickPhaseType
KickSide
KickType
KneePhase
KneeTechniqueType
KoreanStanceBiomechanicsType
KoreanStanceName
LeadFoot
MartialPoseName
MartialPoseType
MutableAnimationConfig
PunchPhaseName
PunchPhaseType
PunchSide
RecoveryAnimationType
ShoulderPhase
ShoulderTechniqueType
SpinalMovementType
StepDirection
StrikePhase
TechniquePhase
Type Aliases - Animation
TechniqueIntensity
Type Aliases - Combat
TechniqueTypeCategory
Enumerations
AnimationPriority
AnimationState
AnimationType
Functions - Trigram System
calculateTransitionDuration
transitionBetweenStances
Functions - General
addRecoveryPhase
applyGuardPositionToConfig
applyHandPoseToConfig
applyHandPoseToKeyframe
applyHeadMovementKeyframe
applyHighPeakPhaseToConfig
applyHipRotationToEuler
applyJointConstraint
applyKeyframeToRig
applyKickPhaseToConfig
applyMartialPoseToConfig
applyMartialPoseToKeyframe
applyPunchPhaseToConfig
applyRecoveryPreset
applyRoundhousePhaseToConfig
applySideKickPhaseToConfig
batchTransformBones
batchUpdateBones
blendKeyframes
buildTransitionMap
calculateAngleDifference
calculateAngleToTarget
calculateAnkleArticulation
calculateDirtyBones
calculateFacialDamage
calculateFootPositions
calculateHipRotationForKick
calculateHipRotationPowerModifier
calculateKickPowerFromHipRotation
calculateKneeDrive
calculateKneeStrikePowerModifier
calculateMuscleTension
calculateShoulderElevation
calculateSmoothHeadRotation
calculateSpeedModifierForDamage
calculateSpinalFlexion
calculateStanceWidth
calculateWristSnap
calculateWristSnapPowerModifier
canInterrupt
comparePriority
compareRecoveryPhases
createBone
createBothStances
createComboAnimation
createDefaultBodyFacing
createDefaultExpressionState
createDefaultFacialDamage
createDefenseAnimation
createExpressionTransition
createGamStance
createGanStance
createGeonStance
createGonStance
createHandBones
createHeadDropAnimation
createHeadNodAnimation
createHeadRecoilAnimation
createHeadShakeAnimation
createHeadTiltAnimation
createHeadTurnAnimation
createHumanoidRig
createHumanoidRigWithHands
createInitialHandAnimationState
createJinStance
createKickAnimation
createLiStance
createPunchAnimation
createScaledHumanoidRig
createSonStance
createStepConfig
createTaeStance
createTechniqueWithRecovery
createTrigramBreathing
createTrigramLocomotion
determineAnimationTypeForTechnique
determineFallDirection
determineFallFromStance
determineRecoveryType
ensureStanceTransitionsInitialized
findSurroundingKeyframes
generateRecoveryVisualization
generateTensionChart
getAdjustedAnimationDuration
getAllAnimationStates
getAllStanceGuardPoses
getAnimation
getAnimationById
getAnimationByIdWithFallback
getAnimationByName
getAnimationByType
getAnimationByTypeOrDefault
getAnimationForStance
getAnimationForTechnique
getAnimationForTechniqueId
getAnimationForTechniqueIdWithConfig
getAnimationHitTiming
getAnimationNameForType
getAttackAnimation
getAttackAnimationsForStance
getBoneWorldPosition
getBoneWorldRotation
getCategoryDefaultAnimation
getCurrentReachMultiplier
getDefensiveAnimation
getDefensiveAnimationsForStance
getEasingFunction
getExpressionFromCombatState
getExpressionIntensity
getFacingAngleRadians
getFallKeyframes
getFootworkAnimation
getGuardConfigForStance
getGuardForStanceHeight
getGuardPoseForStance
getGuardPosition
getHandPose
getHeadAngleRadians
getHeadMovementByType
getHipRotationRadians
getImpactFrame
getInterpolatedKeyframe
getKickPhase
getMartialPose
getMuscleActivationForTechnique
getMuscleTensionForStance
getPriority
getPunchPhase
getRecoveryAnimationState
getRecoveryConfig
getRecoveryKeyframes
getStanceRunAnimation
getStanceTransition
getStanceWalkAnimation
getStepAnimation
getStepDirectionVector
getStepKeyframeAtFrame
getTechniqueHandPose
getTorsoRotationRadians
getTrigramIdleAnimation
getTrigramIdleByName
getTrigramStanceTransition
getValidTransitions
hasAnimationForType
hasAnimationId
initializeStanceTransitions
interpolateKeyframeCached
interpolatePosition
interpolateRotation
interpolateStepKeyframes
isFallState
isFootworkState
isGroundState
isHeadMovementComplete
isRecoveryState
isStanceGuardState
isStepState
isTransitionAllowed
isTurning
isValidAnimationState
isVulnerableFrame
isWithinHitWindow
lockFacing
normalizeAngle
precomputeAnimation
printRecoveryAnalysis
resetBoneToRestPose
resetFacialDamage
resetRigToRestPose
stringToAnimationState
unlockFacing
updateAnimation
updateBodyFacing
updateExpressionState
updateFacingTowardOpponent
updateHandAnimationState
validateRecoveryPhase
Functions - Animation Mapping
getAllGuardPoses
getAnimationMappingStats
getAnimationsForStance
getAttackAnimations
getDefensiveAnimations
getGuardPoseForStanceWithSide
getRunAnimation
getWalkAnimation
Functions - Animation Query
areLateralityVariants
getAnimationLaterality
Functions - Animation Transform
applyLaterality
Variables - General
ADVANCED_JOINT_CONSTRAINTS
ALL_ANIMATIONS
ALL_ATTACK_ANIMATIONS
ALL_DEFENSIVE_ANIMATIONS
ALL_TRIGRAM_IDLE_ANIMATIONS
ANATOMICAL_LIMITS_TAE_JOINT_LOCKS
ANIMATION_HIT_TIMING
ANIMATION_ID_REGISTRY
ANIMATION_PRIORITY_MAP
ANIMATION_REGISTRY
animationCache
ARM_BAR_ANIMATION
ATTACK_ANIMATIONS
ATTACK_ANIMATIONS_BY_STANCE
AXE_KICK_ANIMATION
BACK_ELBOW_ANIMATION
BACK_KICK_ANIMATION
BACKFIST_ANIMATION
BACKWARD_RETREAT_ANIMATION
BASIC_ANIMATIONS
BLOCK_ANIMATION
BODY_LOCK_THROW_ANIMATION
BODY_SHOT_ANIMATION
bodyFacingSystem
BONE_CHAINS
BRACHIAL_ELBOW_ANIMATION
CAROTID_CHOKE_ANIMATION
CATEGORY_DEFAULT_ANIMATIONS
CLINCH_KNEE_ANIMATION
COMBO_ANIMATIONS
COMBO_BODY_HEAD_ANIMATION
COMBO_CLINCH_GEUPSO_ANIMATION
COMBO_CLINCH_KNEE_ELBOW_ANIMATION
COMBO_DOUBLE_JAB_CROSS_ANIMATION
COMBO_DOUBLE_KNEE_ANIMATION
COMBO_ELBOW_CHAIN_ANIMATION
COMBO_HAPKIDO_FLOW_ANIMATION
COMBO_HOOK_UPPERCUT_ANIMATION
COMBO_HWARANG_BICHEON_ANIMATION
COMBO_JAB_LOW_KICK_ANIMATION
COMBO_KICK_PUNCH_KICK_ANIMATION
COMBO_KNEE_ELBOW_KNEE_ANIMATION
COMBO_KNOCKOUT_ANIMATION
COMBO_KUKSOOL_CRANE_ANIMATION
COMBO_KUKSOOL_DRAGON_ANIMATION
COMBO_KUKSOOL_HOSHIN_ANIMATION
COMBO_KUKSOOL_JOKSUL_ANIMATION
COMBO_KUKSOOL_KWANJYEL_ANIMATION
COMBO_KUKSOOL_NAKBUP_ANIMATION
COMBO_KUKSOOL_SNAKE_ANIMATION
COMBO_KUKSOOL_SUKI_ANIMATION
COMBO_KUKSOOL_TIGER_ANIMATION
COMBO_KUKSOOL_TOOKI_ANIMATION
COMBO_LOW_HIGH_KICK_ANIMATION
COMBO_ONE_TWO_ANIMATION
COMBO_ONE_TWO_HOOK_ANIMATION
COMBO_ONE_TWO_KICK_ANIMATION
COMBO_QUESTION_MARK_FINISH_ANIMATION
COMBO_SPINNING_DESTRUCTION_ANIMATION
COMBO_SSIREUM_MECHI_ANIMATION
COMBO_SUBAK_CHAIN_ANIMATION
COMBO_SWITCH_KICK_ANIMATION
COMBO_TAEKKYEON_HWALGAE_ANIMATION
COMBO_TAEKKYEON_POOM_ANIMATION
COMBO_TAEKWONDO_TRIPLE_ANIMATION
COMBO_TEUKGONG_COUNTER_ANIMATION
COMBO_YUDO_COUNTER_ANIMATION
COUNTER_ATTACK_ANIMATION
COUNTER_STRIKE_ANIMATION
CRESCENT_KICK_ANIMATION
CROSS_ANIMATION
CROSS_ANIMATION_ENHANCED
DARKOPS_ACHILLES_SEVER_ANIMATION
DARKOPS_ANIMATIONS
DARKOPS_BRACHIAL_PLEXUS_ANIMATION
DARKOPS_CERVICAL_TWIST_ANIMATION
DARKOPS_EAR_STRIKE_ANIMATION
DARKOPS_ELBOW_HYPEREXTEND_ANIMATION
DARKOPS_EYE_GOUGE_ANIMATION
DARKOPS_FEMORAL_NERVE_ANIMATION
DARKOPS_FINGER_BREAK_ANIMATION
DARKOPS_GUILLOTINE_ANIMATION
DARKOPS_JAW_DISLOCATION_ANIMATION
DARKOPS_JUGULAR_STRIKE_ANIMATION
DARKOPS_KIDNEY_STRIKE_ANIMATION
DARKOPS_KNEECAP_STRIKE_ANIMATION
DARKOPS_LARYNX_CRUSH_ANIMATION
DARKOPS_LIVER_DISRUPTION_ANIMATION
DARKOPS_NERVE_PARALYSIS_ANIMATION
DARKOPS_OCCIPITAL_STRIKE_ANIMATION
DARKOPS_REAR_CHOKE_ANIMATION
DARKOPS_SCIATIC_NERVE_ANIMATION
DARKOPS_SILENT_CAROTID_ANIMATION
DARKOPS_SILENT_TAKEDOWN_ANIMATION
DARKOPS_SLEEPER_HOLD_ANIMATION
DARKOPS_SOLAR_PLEXUS_PARALYZE_ANIMATION
DARKOPS_SPINAL_STRIKE_ANIMATION
DARKOPS_SPLEEN_RUPTURE_ANIMATION
DARKOPS_TEMPLE_STRIKE_ANIMATION
DARKOPS_THROAT_STRIKE_ANIMATION
DARKOPS_TRIANGLE_CHOKE_ANIMATION
DEFAULT_ANIMATION_CONFIGS
DEFAULT_ROTATION_SPEED
DEFAULT_TRANSITION_CONFIG
DEFAULT_TRANSITIONS
DEFENSIVE_ANIMATIONS_BY_STANCE
DOUBLE_ELBOW_ANIMATION
DOUBLE_HOOK_ANIMATION
DOUBLE_KICK_ANIMATION
DOUBLE_KNEE_ANIMATION
DOWNWARD_ELBOW_ANIMATION
EARTH_EMBRACE_ANIMATION
easeIn
easeInOut
easeLinear
easeOut
ELBOW_KNEE_ANIMATIONS
ELBOW_KNEE_COMBO_ANIMATION
ELBOW_LOCK_ANIMATION
ELBOW_STRIKE_ANIMATION
ELBOW_STRIKE_ANIMATION_ENHANCED
ELBOW_UPPERCUT_ANIMATION
ELBOW_UPPERCUT_ANIMATION_ENHANCED
ENHANCED_ANIMATIONS
ENHANCED_ELBOW_KNEE_ANIMATIONS
FALL_BACKWARD_ANIMATION
FALL_BACKWARD_KEYFRAMES
FALL_FORWARD_ANIMATION
FALL_FORWARD_KEYFRAMES
FALL_IMPACT_FRAMES
FALL_SIDE_KEYFRAMES
FALL_SIDE_LEFT_ANIMATION
FALL_SIDE_RIGHT_ANIMATION
FALL_TO_GROUND_MAP
FALL_TYPE_TO_ANIMATION
FEMORAL_KNEE_ANIMATION
FINGER_LOCK_ANIMATION
FLOWING_ARM_BAR_ANIMATION
FLYING_KICK_ANIMATION
FLYING_KNEE_ANIMATION
FOOTWORK_ANIMATIONS
FOOTWORK_BOUNCE_STEP_ANIMATION
FOOTWORK_CIRCULAR_LEFT_ANIMATION
FOOTWORK_CIRCULAR_RIGHT_ANIMATION
FOOTWORK_KOREAN_TERMS
FOOTWORK_PIVOT_LEFT_ANIMATION
FOOTWORK_PIVOT_RIGHT_ANIMATION
FOOTWORK_SHUFFLE_ANIMATION
FOOTWORK_SLIDE_BACK_ANIMATION
FOOTWORK_SLIDE_FORWARD_ANIMATION
FOOTWORK_SLIDE_LEFT_ANIMATION
FOOTWORK_SLIDE_RIGHT_ANIMATION
FOOTWORK_SWITCH_STEP_ANIMATION
FOOTWORK_TRIANGLE_ANIMATION
FORWARD_DASH_ANIMATION
FRONT_KICK_ANIMATION
FRONT_KICK_ANIMATION_ENHANCED
GAM_CIRCULAR_PARRY_ANIMATION
GAM_FLOW_DEFENSE
GAM_FLOWING_BLOCK
GAM_FLOWING_BLOCK_ANIMATION
GAM_FLOWING_RIVER_STRIKE
GAM_HIP_THROW_ANIMATION
GAM_IDLE_ANIMATION
GAM_REDIRECT_THROW_ANIMATION
GAM_REDIRECTION_COUNTER
GAM_RUN_ANIMATION
GAM_STANCE_ANIMATIONS
GAM_TECHNIQUE_ANIMATIONS
GAM_TIDAL_WAVE_PALM
GAM_WALK_ANIMATION
GAM_WATER_COUNTER_ANIMATION
GAM_WATER_GUARD_POSE
GAM_WHIRLPOOL_COUNTER
GAM_WRIST_TWIST_COUNTER_ANIMATION
GAN_AVALANCHE_HAMMER
GAN_COUNTER_FORTRESS
GAN_COUNTER_STRIKE_ANIMATION
GAN_FORTRESS_COUNTER_STRIKE
GAN_IDLE_ANIMATION
GAN_IMMOVABLE_BLOCK
GAN_IMMOVABLE_STANCE_ANIMATION
GAN_IRON_BLOCK_ANIMATION
GAN_MOUNTAIN_GUARD_POSE
GAN_MOUNTAIN_STANCE_LOCK_ANIMATION
GAN_REVERSAL_TECHNIQUE_ANIMATION
GAN_ROCK_DEFENSE_ANIMATION_LEGACY
GAN_RUN_ANIMATION
GAN_STANCE_ANIMATIONS
GAN_STONE_WALL_THRUST
GAN_TECHNIQUE_ANIMATIONS
GAN_WALK_ANIMATION
GEON_ANIMATIONS
GEON_AXE_KICK_ANIMATION
GEON_BONE_BREAKING_STRIKE_1
GEON_COUNTER_STRIKE
GEON_CRUSHING_ELBOW
GEON_ELBOW_SMASH_ANIMATION
GEON_FRONTAL_KICK_ANIMATION
GEON_HEAVEN_STRIKE_ANIMATION
GEON_HIGH_BLOCK
GEON_HIGH_GUARD_POSE
GEON_IDLE_ANIMATION
GEON_PALM_STRIKE_ANIMATION
GEON_ROUNDHOUSE_ANIMATION
GEON_RUN_ANIMATION
GEON_THUNDEROUS_UPPERCUT
GEON_WALK_ANIMATION
GON_ANKLE_PICK_ANIMATION
GON_BODY_LOCK_TAKEDOWN_ANIMATION
GON_EARTH_GUARD_POSE
GON_EARTHQUAKE_STOMP
GON_GROUND_POUND_ANIMATION
GON_GROUND_SWEEP_STRIKE
GON_GROUNDING_DEFENSE
GON_GUARD_VARIANTS
GON_IDLE_ANIMATION
GON_LEG_SWEEP_ANIMATION
GON_ROOTING_TAKEDOWN
GON_RUN_ANIMATION
GON_SACRIFICE_THROW_ANIMATION
GON_SSIREUM_THROW_ANIMATION
GON_TAKEDOWN_COUNTER
GON_WALK_ANIMATION
GRAPPLE_ANIMATION
GRAPPLING_ANIMATIONS
GROUND_STATE_TO_ANIMATION
GROUND_STATE_TO_RECOVERY
HAMMER_FIST_ANIMATION
HAND_POSES
HEAD_TRACKING_SMOOTHING
HIGH_BLOCK_ANIMATION
HIGH_GUARD
HIP_THROW_ANIMATION
HOOK_ANIMATION
HOOK_KICK_ANIMATION
IDLE_ANIMATION
IDLE_STANCE_ANIMATION
JAB_ANIMATION
JAB_ANIMATION_ENHANCED
JAB_CROSS_ANIMATION
JIN_ANIMATIONS
JIN_BACK_KICK_ANIMATION
JIN_EXPLOSIVE_BLOCK
JIN_EXPLOSIVE_KNEE
JIN_FLYING_SIDEKICK_ANIMATION
JIN_IDLE_ANIMATION
JIN_JUMPING_FRONT_KICK_ANIMATION
JIN_KNEE_STRIKE_ANIMATION
JIN_LIGHTNING_FLASH_ANIMATION
JIN_LIGHTNING_STRAIGHT
JIN_RUN_ANIMATION
JIN_SHOCKING_COUNTER
JIN_SHOCKING_HAMMER_FIST
JIN_TECHNIQUE_ANIMATIONS
JIN_THUNDER_GUARD_POSE
JIN_TORNADO_KICK_ANIMATION
JIN_WALK_ANIMATION
JOINT_CONSTRAINTS
JOINT_LOCK_DEFENSE_ANIMATION
JUMPING_KICK_ANIMATION
JUMPING_ROUNDHOUSE_ANIMATION
KICK_ANIMATIONS
KICK_PHASES
KIDNEY_KNEE_ANIMATION
KNEE_BODY_HOOK_ANIMATION
KNEE_KICK_ANIMATION
KNEE_STRIKE_ANIMATION
KNEE_STRIKE_ANIMATION_ENHANCED
KOREAN_GUARD_POSITIONS
KOREAN_STANCE_BIOMECHANICS
LEAD_HOOK_ANIMATION
LEAD_UPPERCUT_ANIMATION
LEG_REAP_ANIMATION
LI_BURNING_FINGER_STRIKE_1
LI_DIAGONAL_DART_STEP
LI_FIRE_GUARD_POSE
LI_FIRE_SPEAR_ANIMATION
LI_FLAME_SPEAR_ANIMATION
LI_FORWARD_TARGETING_GUARD
LI_IDLE_ANIMATION
LI_IDLE_TARGETING
LI_LINEAR_PIERCE_STEP
LI_NERVE_STRIKE_ANIMATION
LI_NERVE_STRIKE_COMBO
LI_NERVE_STRIKE_COUNTER
LI_PHOENIX_EYE_STRIKE
LI_PRECISION_PARRY
LI_PRESSURE_POINT_ANIMATION
LI_RUN_ANIMATION
LI_SIDEKICK_ANIMATION
LI_SOLAR_PLEXUS_ANIMATION
LI_SOLAR_PLEXUS_SPEAR
LI_STANCE_ANIMATIONS
LI_TEMPLE_STRIKE_ANIMATION
LI_WALK_ANIMATION
LOW_BLOCK_ANIMATION
LOW_GUARD
LOW_KICK_ANIMATION
MARTIAL_POSES
MAX_HEAD_ROTATION
MAX_TORSO_ROTATION
MIDDLE_GUARD
MOUNTAIN_LOCK_ANIMATION
MOVEMENT_ANGLE_OFF_ANIMATION
MOVEMENT_ANIMATIONS
MOVEMENT_BACK_STEP_ANIMATION
MOVEMENT_BACKWARD_STEP_ANIMATION
MOVEMENT_BOB_WEAVE_ANIMATION
MOVEMENT_BOUNCE_STEP_ANIMATION
MOVEMENT_CIRCLE_LEFT_ANIMATION
MOVEMENT_CIRCLE_RIGHT_ANIMATION
MOVEMENT_DROP_LEVEL_ANIMATION
MOVEMENT_DUCK_ANIMATION
MOVEMENT_FORWARD_STEP_ANIMATION
MOVEMENT_FULL_SPIN_ANIMATION
MOVEMENT_JAB_FEINT_ANIMATION
MOVEMENT_JUMP_ASIDE_ANIMATION
MOVEMENT_JUMP_BACK_ANIMATION
MOVEMENT_JUMP_IN_ANIMATION
MOVEMENT_KICK_FEINT_ANIMATION
MOVEMENT_LEAN_BACK_ANIMATION
MOVEMENT_LEVEL_FEINT_ANIMATION
MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION
MOVEMENT_PIVOT_LEFT_ANIMATION
MOVEMENT_PIVOT_RIGHT_ANIMATION
MOVEMENT_QUARTER_TURN_ANIMATION
MOVEMENT_RISE_UP_ANIMATION
MOVEMENT_SHUFFLE_ANIMATION
MOVEMENT_SIDESTEP_LEFT_ANIMATION
MOVEMENT_SIDESTEP_RIGHT_ANIMATION
MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION
MOVEMENT_STEP_DRAG_ANIMATION
MOVEMENT_STEP_FEINT_ANIMATION
MOVEMENT_SWAY_LEFT_ANIMATION
MOVEMENT_SWAY_RIGHT_ANIMATION
MOVEMENT_SWITCH_STEP_ANIMATION
OVERHAND_ANIMATION
PALM_STRIKE_ANIMATION
PARRY_COUNTER_ANIMATION
performanceMonitor
PRESET_COMBOS
PRESET_KICKS
PRESET_PUNCHES
PRIORITY_LEVEL_KOREAN_NAMES
PUNCH_ANIMATIONS
PUNCH_PHASES
PUSH_KICK_ANIMATION
QUESTION_MARK_KICK_ANIMATION
REAR_NAKED_CHOKE_ANIMATION
RECOVERY_CONFIGS
RECOVERY_DEFENSIVE_KEYFRAMES
RECOVERY_KOREAN_TERMS
RECOVERY_PRESETS
RECOVERY_PRONE_KEYFRAMES
RECOVERY_ROLL_KEYFRAMES
RECOVERY_SUPINE_KEYFRAMES
RECOVERY_TYPE_TO_ANIMATION
REDIRECT_THROW_ANIMATION
ROUNDHOUSE_KICK_ANIMATION
ROUNDHOUSE_KICK_ANIMATION_ENHANCED
RUN_ANIMATION
SHOULDER_LOCK_ANIMATION
SHOULDER_MANIPULATION_ANIMATION
SIDE_KICK_ANIMATION
SIDE_KNEE_ANIMATION
SIDE_STEP_ANIMATION
SLAM_ANIMATION
SLASHING_ELBOW_ANIMATION
SMALL_CIRCLE_LOCK_ANIMATION
SON_CONTINUOUS_DEFLECTION
SON_FLOWING_PUSH_ANIMATION
SON_IDLE_ANIMATION
SON_PENETRATING_PALM_RUSH
SON_PRESSURE_COUNTER
SON_PRESSURE_POINT_CHAIN
SON_RAPID_FOOTWORK_ANIMATION
SON_RHYTHMIC_STRIKES_ANIMATION
SON_RUN_ANIMATION
SON_SPINNING_ELBOW_ANIMATION
SON_SWEEPING_LOW_KICK_ANIMATION
SON_WALK_ANIMATION
SON_WHIRLWIND_BARRAGE_ANIMATION
SON_WHIRLWIND_COMBO_1
SON_WIND_GUARD_POSE
SPINAL_ELBOW_ANIMATION
SPINNING_BACK_ELBOW_ANIMATION
SPINNING_BACK_KICK_ANIMATION
SPINNING_BACKFIST_ANIMATION
SPINNING_ELBOW_ANIMATION
SPINNING_HEEL_KICK_ANIMATION
SPINNING_HOOK_KICK_ANIMATION
STANCE_ANIMATIONS
STANCE_GUARD_CONFIGS
STANCE_LOCOMOTION_ANIMATIONS
STANCE_RUN_ANIMATIONS
STANCE_TRANSITIONS
STANCE_WALK_ANIMATIONS
STEP_ANIMATION_CONFIGS
STEP_ANIMATION_PARAMS
STEP_ANIMATIONS
STEP_BACK_ANIMATION
STEP_FORWARD_ANIMATION
STEP_KEYFRAMES
STEP_KNEE_ANIMATION
STEP_KOREAN_TERMS
STEP_LEFT_ANIMATION
STEP_PRIORITY
STEP_RIGHT_ANIMATION
SUPERMAN_PUNCH_ANIMATION
SUPLEX_ANIMATION
SWEEP_ANIMATION
SWEEP_DEFENSE_ANIMATION
TAE_ARM_BAR_ANIMATION
TAE_ELBOW_LOCK_ANIMATION
TAE_FINGER_LOCK_ANIMATION
TAE_FLOWING_ARM_BAR
TAE_FLOWING_STRIKES_ANIMATION
TAE_FLUID_GUARD_POSE
TAE_IDLE_ANIMATION
TAE_JOINT_LOCK_DEFENSE
TAE_RUN_ANIMATION
TAE_SHOULDER_LOCK_ANIMATION
TAE_SMALL_CIRCLE_ANIMATION
TAE_SPIRAL_SHOULDER_THROW
TAE_STANCE_ANIMATIONS
TAE_SWEEP_DEFENSE
TAE_WALK_ANIMATION
TAE_WRIST_LOCK_ANIMATION
TAE_WRIST_LOCK_STRIKE
TAKEDOWN_ANIMATION
TECHNIQUE_HAND_POSES
TECHNIQUE_TIMING
techniqueAnimationMapper
TEMPLE_ELBOW_ANIMATION
THROW_ANIMATION
TIMING_PRESETS
TORNADO_KICK_ANIMATION
TORSO_CONSTRAINTS
TRIGRAM_IDLE_ANIMATIONS
TRIGRAM_IDLE_ANIMATIONS_BY_NAME
TRIGRAM_IDLE_METADATA
TRIGRAM_STANCES_ORDER
TRIGRAM_STANCES_ORDER_TRANSITIONS
TURN_ANIMATION_DURATION
TURN_THRESHOLD_ANGLE
UPPERCUT_ANIMATION
WALK_ANIMATION
WALK_ANIMATION_NEW
WRIST_LOCK_ANIMATION
Variables - Attack Animation
GEON_AXE_KICK
GEON_ELBOW_SMASH
GEON_FRONTAL_KICK
GEON_HEAVEN_STRIKE
GEON_HEAVENLY_FIST_ANIMATION
GEON_OVERHEAD_HAMMER
GEON_PALM_STRIKE
GEON_ROUNDHOUSE_KICK
JIN_JUMPING_KNEE_STRIKE
JIN_THUNDER_FLASH_ANIMATION
TAE_ARM_BAR
TAE_ELBOW_CONTROL
TAE_FINGER_LOCK
TAE_FLOWING_STRIKES
TAE_SHOULDER_LOCK
TAE_SMALL_CIRCLE
Variables - Counter Animation
GAM_WATER_FLOW_COUNTER_ANIMATION
Variables - Defense Animation
GAN_DEFENSIVE_REVERSAL
GAN_ROCK_DEFENSE_ANIMATION
TAE_FLOWING_COUNTER
Variables - Ground Control Animation
GON_GROUND_CONTROL_TRANSITION
Variables - Guard Pose
GON_LOW_GRAPPLING_GUARD
Variables - Idle Animation
GAM_IDLE_FLOWING
GAN_IDLE_ROOTED
GEON_IDLE_BREATHING
GON_IDLE_SSIREUM_STANCE
JIN_IDLE_COILED
TAE_IDLE_FLOWING
Variables - Joint Lock Animation
TAE_WRIST_LOCK_SEQUENCE
Variables - Movement Animation
GAM_FLOWING_RETREAT_STEP
GAM_YIELDING_SIDESTEP
GAN_DEFENSIVE_ANGLE_SHIFT
GAN_SHORT_ROOT_STEP
GEON_DIAGONAL_POWER_STEP
GEON_FORWARD_ADVANCE
GON_HEAVY_GROUNDING_STEP
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SILENT_
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STRIKE_
1
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STRIKE
GEON_
CRUSHING_
ELBOW
GEON_
ELBOW_
SMASH_
ANIMATION
GEON_
FRONTAL_
KICK_
ANIMATION
GEON_
HEAVEN_
STRIKE_
ANIMATION
GEON_
HIGH_
BLOCK
GEON_
HIGH_
GUARD_
POSE
GEON_
IDLE_
ANIMATION
GEON_
PALM_
STRIKE_
ANIMATION
GEON_
ROUNDHOUSE_
ANIMATION
GEON_
RUN_
ANIMATION
GEON_
THUNDEROUS_
UPPERCUT
GEON_
WALK_
ANIMATION
GON_
ANKLE_
PICK_
ANIMATION
GON_
BODY_
LOCK_
TAKEDOWN_
ANIMATION
GON_
EARTH_
GUARD_
POSE
GON_
EARTHQUAKE_
STOMP
GON_
GROUND_
POUND_
ANIMATION
GON_
GROUND_
SWEEP_
STRIKE
GON_
GROUNDING_
DEFENSE
GON_
GUARD_
VARIANTS
GON_
IDLE_
ANIMATION
GON_
LEG_
SWEEP_
ANIMATION
GON_
ROOTING_
TAKEDOWN
GON_
RUN_
ANIMATION
GON_
SACRIFICE_
THROW_
ANIMATION
GON_
SSIREUM_
THROW_
ANIMATION
GON_
TAKEDOWN_
COUNTER
GON_
WALK_
ANIMATION
GRAPPLE_
ANIMATION
GRAPPLING_
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GROUND_
STATE_
TO_
ANIMATION
GROUND_
STATE_
TO_
RECOVERY
HAMMER_
FIST_
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HAND_
POSES
HEAD_
TRACKING_
SMOOTHING
HIGH_
BLOCK_
ANIMATION
HIGH_
GUARD
HIP_
THROW_
ANIMATION
HOOK_
ANIMATION
HOOK_
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JIN_
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JIN_
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SIDEKICK_
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JIN_
IDLE_
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JIN_
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FRONT_
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JIN_
KNEE_
STRIKE_
ANIMATION
JIN_
LIGHTNING_
FLASH_
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JIN_
LIGHTNING_
STRAIGHT
JIN_
RUN_
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JIN_
SHOCKING_
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FIST
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THUNDER_
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JIN_
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KIDNEY_
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ANIMATION
KNEE_
BODY_
HOOK_
ANIMATION
KNEE_
KICK_
ANIMATION
KNEE_
STRIKE_
ANIMATION
KNEE_
STRIKE_
ANIMATION_
ENHANCED
KOREAN_
GUARD_
POSITIONS
KOREAN_
STANCE_
BIOMECHANICS
LEAD_
HOOK_
ANIMATION
LEAD_
UPPERCUT_
ANIMATION
LEG_
REAP_
ANIMATION
LI_
BURNING_
FINGER_
STRIKE_
1
LI_
DIAGONAL_
DART_
STEP
LI_
FIRE_
GUARD_
POSE
LI_
FIRE_
SPEAR_
ANIMATION
LI_
FLAME_
SPEAR_
ANIMATION
LI_
FORWARD_
TARGETING_
GUARD
LI_
IDLE_
ANIMATION
LI_
IDLE_
TARGETING
LI_
LINEAR_
PIERCE_
STEP
LI_
NERVE_
STRIKE_
ANIMATION
LI_
NERVE_
STRIKE_
COMBO
LI_
NERVE_
STRIKE_
COUNTER
LI_
PHOENIX_
EYE_
STRIKE
LI_
PRECISION_
PARRY
LI_
PRESSURE_
POINT_
ANIMATION
LI_
RUN_
ANIMATION
LI_
SIDEKICK_
ANIMATION
LI_
SOLAR_
PLEXUS_
ANIMATION
LI_
SOLAR_
PLEXUS_
SPEAR
LI_
STANCE_
ANIMATIONS
LI_
TEMPLE_
STRIKE_
ANIMATION
LI_
WALK_
ANIMATION
LOW_
BLOCK_
ANIMATION
LOW_
GUARD
LOW_
KICK_
ANIMATION
MARTIAL_
POSES
MAX_
HEAD_
ROTATION
MAX_
TORSO_
ROTATION
MIDDLE_
GUARD
MOUNTAIN_
LOCK_
ANIMATION
MOVEMENT_
ANGLE_
OFF_
ANIMATION
MOVEMENT_
ANIMATIONS
MOVEMENT_
BACK_
STEP_
ANIMATION
MOVEMENT_
BACKWARD_
STEP_
ANIMATION
MOVEMENT_
BOB_
WEAVE_
ANIMATION
MOVEMENT_
BOUNCE_
STEP_
ANIMATION
MOVEMENT_
CIRCLE_
LEFT_
ANIMATION
MOVEMENT_
CIRCLE_
RIGHT_
ANIMATION
MOVEMENT_
DROP_
LEVEL_
ANIMATION
MOVEMENT_
DUCK_
ANIMATION
MOVEMENT_
FORWARD_
STEP_
ANIMATION
MOVEMENT_
FULL_
SPIN_
ANIMATION
MOVEMENT_
JAB_
FEINT_
ANIMATION
MOVEMENT_
JUMP_
ASIDE_
ANIMATION
MOVEMENT_
JUMP_
BACK_
ANIMATION
MOVEMENT_
JUMP_
IN_
ANIMATION
MOVEMENT_
KICK_
FEINT_
ANIMATION
MOVEMENT_
LEAN_
BACK_
ANIMATION
MOVEMENT_
LEVEL_
FEINT_
ANIMATION
MOVEMENT_
ORTHODOX_
TO_
SOUTHPAW_
ANIMATION
MOVEMENT_
PIVOT_
LEFT_
ANIMATION
MOVEMENT_
PIVOT_
RIGHT_
ANIMATION
MOVEMENT_
QUARTER_
TURN_
ANIMATION
MOVEMENT_
RISE_
UP_
ANIMATION
MOVEMENT_
SHUFFLE_
ANIMATION
MOVEMENT_
SIDESTEP_
LEFT_
ANIMATION
MOVEMENT_
SIDESTEP_
RIGHT_
ANIMATION
MOVEMENT_
SOUTHPAW_
TO_
ORTHODOX_
ANIMATION
MOVEMENT_
STEP_
DRAG_
ANIMATION
MOVEMENT_
STEP_
FEINT_
ANIMATION
MOVEMENT_
SWAY_
LEFT_
ANIMATION
MOVEMENT_
SWAY_
RIGHT_
ANIMATION
MOVEMENT_
SWITCH_
STEP_
ANIMATION
OVERHAND_
ANIMATION
PALM_
STRIKE_
ANIMATION
PARRY_
COUNTER_
ANIMATION
performance
Monitor
PRESET_
COMBOS
PRESET_
KICKS
PRESET_
PUNCHES
PRIORITY_
LEVEL_
KOREAN_
NAMES
PUNCH_
ANIMATIONS
PUNCH_
PHASES
PUSH_
KICK_
ANIMATION
QUESTION_
MARK_
KICK_
ANIMATION
REAR_
NAKED_
CHOKE_
ANIMATION
RECOVERY_
CONFIGS
RECOVERY_
DEFENSIVE_
KEYFRAMES
RECOVERY_
KOREAN_
TERMS
RECOVERY_
PRESETS
RECOVERY_
PRONE_
KEYFRAMES
RECOVERY_
ROLL_
KEYFRAMES
RECOVERY_
SUPINE_
KEYFRAMES
RECOVERY_
TYPE_
TO_
ANIMATION
REDIRECT_
THROW_
ANIMATION
ROUNDHOUSE_
KICK_
ANIMATION
ROUNDHOUSE_
KICK_
ANIMATION_
ENHANCED
RUN_
ANIMATION
SHOULDER_
LOCK_
ANIMATION
SHOULDER_
MANIPULATION_
ANIMATION
SIDE_
KICK_
ANIMATION
SIDE_
KNEE_
ANIMATION
SIDE_
STEP_
ANIMATION
SLAM_
ANIMATION
SLASHING_
ELBOW_
ANIMATION
SMALL_
CIRCLE_
LOCK_
ANIMATION
SON_
CONTINUOUS_
DEFLECTION
SON_
FLOWING_
PUSH_
ANIMATION
SON_
IDLE_
ANIMATION
SON_
PENETRATING_
PALM_
RUSH
SON_
PRESSURE_
COUNTER
SON_
PRESSURE_
POINT_
CHAIN
SON_
RAPID_
FOOTWORK_
ANIMATION
SON_
RHYTHMIC_
STRIKES_
ANIMATION
SON_
RUN_
ANIMATION
SON_
SPINNING_
ELBOW_
ANIMATION
SON_
SWEEPING_
LOW_
KICK_
ANIMATION
SON_
WALK_
ANIMATION
SON_
WHIRLWIND_
BARRAGE_
ANIMATION
SON_
WHIRLWIND_
COMBO_
1
SON_
WIND_
GUARD_
POSE
SPINAL_
ELBOW_
ANIMATION
SPINNING_
BACK_
ELBOW_
ANIMATION
SPINNING_
BACK_
KICK_
ANIMATION
SPINNING_
BACKFIST_
ANIMATION
SPINNING_
ELBOW_
ANIMATION
SPINNING_
HEEL_
KICK_
ANIMATION
SPINNING_
HOOK_
KICK_
ANIMATION
STANCE_
ANIMATIONS
STANCE_
GUARD_
CONFIGS
STANCE_
LOCOMOTION_
ANIMATIONS
STANCE_
RUN_
ANIMATIONS
STANCE_
TRANSITIONS
STANCE_
WALK_
ANIMATIONS
STEP_
ANIMATION_
CONFIGS
STEP_
ANIMATION_
PARAMS
STEP_
ANIMATIONS
STEP_
BACK_
ANIMATION
STEP_
FORWARD_
ANIMATION
STEP_
KEYFRAMES
STEP_
KNEE_
ANIMATION
STEP_
KOREAN_
TERMS
STEP_
LEFT_
ANIMATION
STEP_
PRIORITY
STEP_
RIGHT_
ANIMATION
SUPERMAN_
PUNCH_
ANIMATION
SUPLEX_
ANIMATION
SWEEP_
ANIMATION
SWEEP_
DEFENSE_
ANIMATION
TAE_
ARM_
BAR_
ANIMATION
TAE_
ELBOW_
LOCK_
ANIMATION
TAE_
FINGER_
LOCK_
ANIMATION
TAE_
FLOWING_
ARM_
BAR
TAE_
FLOWING_
STRIKES_
ANIMATION
TAE_
FLUID_
GUARD_
POSE
TAE_
IDLE_
ANIMATION
TAE_
JOINT_
LOCK_
DEFENSE
TAE_
RUN_
ANIMATION
TAE_
SHOULDER_
LOCK_
ANIMATION
TAE_
SMALL_
CIRCLE_
ANIMATION
TAE_
SPIRAL_
SHOULDER_
THROW
TAE_
STANCE_
ANIMATIONS
TAE_
SWEEP_
DEFENSE
TAE_
WALK_
ANIMATION
TAE_
WRIST_
LOCK_
ANIMATION
TAE_
WRIST_
LOCK_
STRIKE
TAKEDOWN_
ANIMATION
TECHNIQUE_
HAND_
POSES
TECHNIQUE_
TIMING
technique
Animation
Mapper
TEMPLE_
ELBOW_
ANIMATION
THROW_
ANIMATION
TIMING_
PRESETS
TORNADO_
KICK_
ANIMATION
TORSO_
CONSTRAINTS
TRIGRAM_
IDLE_
ANIMATIONS
TRIGRAM_
IDLE_
ANIMATIONS_
BY_
NAME
TRIGRAM_
IDLE_
METADATA
TRIGRAM_
STANCES_
ORDER
TRIGRAM_
STANCES_
ORDER_
TRANSITIONS
TURN_
ANIMATION_
DURATION
TURN_
THRESHOLD_
ANGLE
UPPERCUT_
ANIMATION
WALK_
ANIMATION
WALK_
ANIMATION_
NEW
WRIST_
LOCK_
ANIMATION
Variables - Attack Animation
GEON_
AXE_
KICK
GEON_
ELBOW_
SMASH
GEON_
FRONTAL_
KICK
GEON_
HEAVEN_
STRIKE
GEON_
HEAVENLY_
FIST_
ANIMATION
GEON_
OVERHEAD_
HAMMER
GEON_
PALM_
STRIKE
GEON_
ROUNDHOUSE_
KICK
JIN_
JUMPING_
KNEE_
STRIKE
JIN_
THUNDER_
FLASH_
ANIMATION
TAE_
ARM_
BAR
TAE_
ELBOW_
CONTROL
TAE_
FINGER_
LOCK
TAE_
FLOWING_
STRIKES
TAE_
SHOULDER_
LOCK
TAE_
SMALL_
CIRCLE
Variables - Counter Animation
GAM_
WATER_
FLOW_
COUNTER_
ANIMATION
Variables - Defense Animation
GAN_
DEFENSIVE_
REVERSAL
GAN_
ROCK_
DEFENSE_
ANIMATION
TAE_
FLOWING_
COUNTER
Variables - Ground Control Animation
GON_
GROUND_
CONTROL_
TRANSITION
Variables - Guard Pose
GON_
LOW_
GRAPPLING_
GUARD
Variables - Idle Animation
GAM_
IDLE_
FLOWING
GAN_
IDLE_
ROOTED
GEON_
IDLE_
BREATHING
GON_
IDLE_
SSIREUM_
STANCE
JIN_
IDLE_
COILED
TAE_
IDLE_
FLOWING
Variables - Joint Lock Animation
TAE_
WRIST_
LOCK_
SEQUENCE
Variables - Movement Animation
GAM_
FLOWING_
RETREAT_
STEP
GAM_
YIELDING_
SIDESTEP
GAN_
DEFENSIVE_
ANGLE_
SHIFT
GAN_
SHORT_
ROOT_
STEP
GEON_
DIAGONAL_
POWER_
STEP
GEON_
FORWARD_
ADVANCE
GON_
HEAVY_
GROUNDING_
STEP
GON_
SWEEP_
POSITIONING_
STEP
JIN_
EXPLOSIVE_
BURST
JIN_
JUMPING_
ADVANCE
TAE_
CIRCULAR_
SIDESTEP
TAE_
DIAGONAL_
CIRCULAR_
APPROACH
Variables - Stance Animation
GAN_
HIGH_
SOLID_
GUARD_
TRANSITION
TAE_
FLEXIBLE_
GUARD_
TRANSITION
Variables - Throw Animation
GAM_
FLOWING_
TAKEDOWN
GON_
EARTH_
EMBRACE_
ANIMATION
🎮 Game Documentation
🥋 Korean Martial Arts
🏛️ Architecture (C4)
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GitHub
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Combat System
Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.0
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