Time + CMA + RNP = Total Animation Time) <Wind Up (sec)> (wind up time is the time between animation start and the rst possible time to hit a mob or player.) <Creature Mesh Action (CMA)(Sec)> (period of time, directly following the windup, in which the creature appears to be doing something (usually dealing damage)). For exam- ple, a generic claw slash ability might have a very small CMA (it would be the time it takes for the claw to swipe in front of the enemy). A more drawn out ability like a dragon rain of re could have a longer CMA (the dragon spends 2 seconds rearing it’s head in the air spewing ames). CMA is not necessarily the total damaging time, as some abilities might have damage over time FX which could last much longer than the animation. <Return to Neutral Pose (RNP) (sec)> - time it takes the creature to return to it’s neutral pose. <damage or e ect start time (sec)> this attribute will de ne the actual time at which damage or e ects will occur. generally this coincides with the start of the CMA. <description for animation> (concise description animation can use to understand the spirit of the animation and how they might do the armature movements.) <description for FX> (concise description FX can use to understand the spirit of the anima- tion and how they might do the FX.) <icon description> (make this ability into a simple picture that is instantly recognizable). ~1s animation time ability description (1-3 sentences) vs. Then... ...now