2D actors:
In actor definition you set a couple of spritesets (idle, talk, walk, turnright etc...)
ANIMATION
{
NAME = "idle"
LEFT = "actors\molly\ll\stand.sprite"
RIGHT = "actors\molly\rr\stand.sprite"
UP = "actors\molly\uu\stand.sprite"
DOWN = "actors\molly\dd\stand.sprite"
UP_LEFT = "actors\molly\ul\stand.sprite"
UP_RIGHT = "actors\molly\ur\stand.sprite"
DOWN_LEFT = "actors\molly\dl\stand.sprite"
DOWN_RIGHT = "actors\molly\dr\stand.sprite"
}
By default the "idle" is used for idle animation. The variable in question allows you to override it by a different animation. This can be usefull for example if you want to randomly play different idle animations. So if you have eg. animation set called idle2, you can use:
actor.IdleAnimName = "idle2";
For 3D actors, the animations (and their names) should be defined in the .x file itself. In actor definition you will reference the animation set like this:
ANIMATION
{
NAME="idle"
LOOPING=TRUE
}
The usage then is the same.
Hope this helped.