Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.7.0
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    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
    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