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Difference between revisions of "Rome: Total War's Animation Modification"

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(Extracting Animations and Skeletons)
 
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{{TOC right}}
 
Glossary:
 
Glossary:
  
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Skeleton files are inside data/animations/skeletons.dat. They need to be unpacked and convert to editable format (text) before edit and covert back to use in game.
 
Skeleton files are inside data/animations/skeletons.dat. They need to be unpacked and convert to editable format (text) before edit and covert back to use in game.
 +
==Rome Remastered Animation List==
 +
For '''[[Rome Remastered Modding]]''' there are 300 possible animations that can be accessed within the packed skeletons, the internal names of these as supplied by Feral are listed below:
 +
1 ANIM_STAND_IDLE
 +
2 ANIM_IDLE_1_SHORT
 +
3 ANIM_IDLE_1
 +
4 ANIM_IDLE_2
 +
5 ANIM_IDLE_3
 +
6 ANIM_IDLE_4
 +
7 ANIM_IDLE_5
 +
8 ANIM_IDLE_6
 +
9 ANIM_IDLE_7
 +
10 ANIM_IDLE_8
 +
11 ANIM_IDLE_9
 +
12 ANIM_STAND_TURN_CW_1
 +
13 ANIM_STAND_TURN_CW_2
 +
14 ANIM_STAND_TURN_CCW_1
 +
15 ANIM_STAND_TURN_CCW_2
 +
16 ANIM_STAND_TO_WALK
 +
17 ANIM_WALK
 +
18 ANIM_WALK_TO_STAND
 +
19 ANIM_STAND_TO_WALK_BACKWARDS
 +
20 ANIM_WALK_BACKWARDS
 +
21 ANIM_WALK_BACKWARDS_TO_STAND
 +
22 ANIM_STAND_TO_RUN
 +
23 ANIM_RUN
 +
24 ANIM_RUN_TO_STAND
 +
25 ANIM_RUN_TO_WALK
 +
26 ANIM_WALK_TO_RUN
 +
27 ANIM_READY_TO_STAND
 +
28 ANIM_READY
 +
29 ANIM_READY_IDLE_1
 +
30 ANIM_READY_IDLE_2
 +
31 ANIM_READY_IDLE_3
 +
32 ANIM_READY_FATIGUED_1
 +
33 ANIM_READY_FATIGUED_2
 +
34 ANIM_READY_FATIGUED_3
 +
35 ANIM_READY_LOW_MORALE_1
 +
36 ANIM_READY_LOW_MORALE_2
 +
37 ANIM_READY_LOW_MORALE_3
 +
38 ANIM_READY_HIGH_MORALE_1
 +
39 ANIM_READY_HIGH_MORALE_2
 +
40 ANIM_READY_HIGH_MORALE_3
 +
41 ANIM_READY_TURN_CW
 +
42 ANIM_READY_TURN_CCW
 +
43 ANIM_STAND_TO_READY
 +
44 ANIM_READY_TO_ADVANCE
 +
45 ANIM_ADVANCE
 +
46 ANIM_ADVANCE_TO_READY
 +
47 ANIM_READY_TO_RETREAT
 +
48 ANIM_RETREAT
 +
49 ANIM_RETREAT_TO_READY
 +
50 ANIM_SHUFFLE_FORWARD
 +
51 ANIM_SHUFFLE_BACK
 +
52 ANIM_SHUFFLE_LEFT
 +
53 ANIM_SHUFFLE_RIGHT
 +
54 ANIM_READY_TO_BRACE
 +
55 ANIM_BRACE
 +
56 ANIM_BRACE_TO_READY
 +
57 ANIM_JUMP
 +
58 ANIM_REFUSE
 +
59 ANIM_ATTACK_MID_LOW_1
 +
60 ANIM_ATTACK_MID_LOW_2
 +
61 ANIM_ATTACK_MID_CENTRE_1
 +
62 ANIM_ATTACK_MID_CENTRE_2
 +
63 ANIM_ATTACK_MID_HIGH_1
 +
64 ANIM_ATTACK_MID_HIGH_2
 +
65 ANIM_ATTACK_MID_OVERHEAD_1
 +
66 ANIM_ATTACK_MID_OVERHEAD_2
 +
67 ANIM_ATTACK_LEFT_LOW_1
 +
68 ANIM_ATTACK_LEFT_LOW_2
 +
69 ANIM_ATTACK_LEFT_CENTRE_1
 +
70 ANIM_ATTACK_LEFT_CENTRE_2
 +
71 ANIM_ATTACK_LEFT_HIGH_1
 +
72 ANIM_ATTACK_LEFT_HIGH_2
 +
73 ANIM_ATTACK_LEFT_OVERHEAD_1
 +
74 ANIM_ATTACK_LEFT_OVERHEAD_2
 +
75 ANIM_ATTACK_RIGHT_LOW_1
 +
76 ANIM_ATTACK_RIGHT_LOW_2
 +
77 ANIM_ATTACK_RIGHT_CENTRE_1
 +
78 ANIM_ATTACK_RIGHT_CENTRE_2
 +
79 ANIM_ATTACK_RIGHT_HIGH_1
 +
80 ANIM_ATTACK_RIGHT_HIGH_2
 +
81 ANIM_ATTACK_RIGHT_OVERHEAD_1
 +
82 ANIM_ATTACK_RIGHT_OVERHEAD_2
 +
83 ANIM_RUN_ATTACK
 +
84 ANIM_ATTACK_MISSILE_READY
 +
85 ANIM_ATTACK_MISSILE_HOLD
 +
86 ANIM_ATTACK_MISSILE_RELEASE
 +
87 ANIM_DIE_FORWARDS
 +
88 ANIM_DIE_FORWARDS_VARIANT
 +
89 ANIM_DIE_BACKWARDS
 +
90 ANIM_DIE_BACKWARDS_VARIANT
 +
91 ANIM_DIE_TO_BACK_RIGHT
 +
92 ANIM_DIE_TO_BACK_RIGHT_VARIANT
 +
93 ANIM_DIE_TO_BACK_LEFT
 +
94 ANIM_DIE_TO_BACK_LEFT_VARIANT
 +
95 ANIM_DIE_FALLING_CYCLE
 +
96 ANIM_DIE_FALLING_END
 +
97 ANIM_DIE_TRAMPLED_FRONT_SLIDE
 +
98 ANIM_DIE_TRAMPLED_FRONT_ROLL
 +
99 ANIM_DIE_TRAMPLED_REAR_SLIDE
 +
100 ANIM_DIE_TRAMPLED_REAR_ROLL
 +
101 ANIM_DIE_REFUSING
 +
102 ANIM_DIE_GALLOPING
 +
103 ANIM_DIE_CHARGING
 +
104 ANIM_SHIELD_RAISED
 +
105 ANIM_CHARGE
 +
106 ANIM_STAND_TO_CHARGE
 +
107 ANIM_READY_TO_CHARGE
 +
108 ANIM_RUN_TO_CHARGE
 +
109 ANIM_CHARGE_TO_READY
 +
110 ANIM_CHARGE_ATTACK
 +
111 ANIM_CHARGE_JUMP_ATTACK
 +
112 ANIM_TESTUDO_OFFICER_STAND_TO_ADVANCE
 +
113 ANIM_TESTUDO_OFFICER_ADVANCE
 +
114 ANIM_TESTUDO_OFFICER_ADVANCE_TO_STAND
 +
115 ANIM_TESTUDO_STAND_READY_TO_FRONT_ROW_STAND_READY
 +
116 ANIM_TESTUDO_FRONT_ROW_STAND_READY
 +
117 ANIM_TESTUDO_FRONT_ROW_ADVANCE_TO_STAND
 +
118 ANIM_TESTUDO_FRONT_ROW_SHUFFLE_BACKWARDS
 +
119 ANIM_TESTUDO_FRONT_ROW_SHUFFLE_FORWARDS
 +
120 ANIM_TESTUDO_FRONT_ROW_SHUFFLE_LEFT
 +
121 ANIM_TESTUDO_FRONT_ROW_SHUFFLE_RIGHT
 +
122 ANIM_TESTUDO_FRONT_ROW_STAND_READY_TO_STAND_READY
 +
123 ANIM_TESTUDO_FRONT_ROW_STAND_TO_ADVANCE
 +
124 ANIM_TESTUDO_FRONT_ROW_ADVANCE
 +
125 ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_1
 +
126 ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_2
 +
127 ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_3
 +
128 ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_4
 +
129 ANIM_TESTUDO_REAR_STAND_READY
 +
130 ANIM_TESTUDO_REAR_ADVANCE_TO_STAND
 +
131 ANIM_TESTUDO_REAR_SHUFFLE_BACKWARDS
 +
132 ANIM_TESTUDO_REAR_SHUFFLE_FORWARDS
 +
133 ANIM_TESTUDO_REAR_SHUFFLE_LEFT_1
 +
134 ANIM_TESTUDO_REAR_SHUFFLE_LEFT_2
 +
135 ANIM_TESTUDO_REAR_SHUFFLE_LEFT_3
 +
136 ANIM_TESTUDO_REAR_SHUFFLE_LEFT_4
 +
137 ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_1
 +
138 ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_2
 +
139 ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_3
 +
140 ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_4
 +
141 ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_1
 +
142 ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_2
 +
143 ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_3
 +
144 ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_4
 +
145 ANIM_TESTUDO_REAR_STAND_TO_ADVANCE
 +
146 ANIM_TESTUDO_REAR_ADVANCE
 +
147 ANIM_STAND_TO_HIDE
 +
148 ANIM_HIDE
 +
149 ANIM_HIDE_TO_STAND
 +
150 ANIM_KNOCKBACK_BACK
 +
151 ANIM_KNOCKBACK_BACK_MOVE
 +
152 ANIM_KNOCKBACK_BACK_RIGHT
 +
153 ANIM_KNOCKBACK_BACK_RIGHT_MOVE
 +
154 ANIM_KNOCKBACK_FRONT
 +
155 ANIM_KNOCKBACK_FRONT_MOVE
 +
156 ANIM_KNOCKBACK_FRONT_LEFT
 +
157 ANIM_KNOCKBACK_FRONT_LEFT_MOVE
 +
158 ANIM_CLIMB_BACKWARDS
 +
159 ANIM_CLIMB_IDLE
 +
160 ANIM_CLIMB_FORWARDS
 +
161 ANIM_STAND_TO_CLIMB
 +
162 ANIM_STAND_TO_CLIMB_BACKWARDS
 +
163 ANIM_CLIMB_FORWARDS_TO_STAND
 +
164 ANIM_CLIMB_BACKWARDS_TO_STAND
 +
165 ANIM_STAND_TO_SELECTED
 +
166 ANIM_SELECTED
 +
167 ANIM_SELECTED_TO_STAND
 +
168 ANIM_SPY_STAND_TO_IDLE
 +
169 ANIM_SPY_IDLE
 +
170 ANIM_SPY_IDLE_TO_STAND
 +
171 ANIM_SPY_STAND_TO_WALK
 +
172 ANIM_SPY_WALK
 +
173 ANIM_SPY_WALK_TO_STAND
 +
174 ANIM_STAND_TO_BUILD_SETTLEMENT
 +
175 ANIM_BUILD_SETTLEMENT
 +
176 ANIM_BUILD_SETTLEMENT_TO_STAND
 +
177 ANIM_STAND_TO_AMBUSH
 +
178 ANIM_AMBUSH
 +
179 ANIM_AMBUSH_TO_STAND
 +
180 ANIM_DESPOIL
 +
181 ANIM_DECIMATE
 +
182 ANIM_INSURRECT
 +
183 ANIM_SABOTAGE
 +
184 ANIM_ASSASSINATE
 +
185 ANIM_VICTORY
 +
186 ANIM_CAPTURE_SETTLEMENT
 +
187 ANIM_STAND_TO_NO_MP
 +
188 ANIM_NO_MP
 +
189 ANIM_NO_MP_TO_STAND
 +
190 ANIM_STAND_TO_SIEGE
 +
191 ANIM_SIEGE_IDLE
 +
192 ANIM_SIEGE_ACTION
 +
193 ANIM_SIEGE_TO_STAND
 +
194 ANIM_TESTUDO_STAND_READY_TO_LEFT_STAND_READY
 +
195 ANIM_TESTUDO_LEFT_STAND_READY_TO_STAND_READY
 +
196 ANIM_TESTUDO_LEFT_STAND_READY
 +
197 ANIM_TESTUDO_LEFT_STAND_READY_TO_ADVANCE
 +
198 ANIM_TESTUDO_LEFT_ADVANCE
 +
199 ANIM_TESTUDO_LEFT_ADVANCE_TO_STAND_READY
 +
200 ANIM_TESTUDO_LEFT_SHUFFLE_FORWARDS
 +
201 ANIM_TESTUDO_LEFT_SHUFFLE_BACKWARDS
 +
202 ANIM_TESTUDO_LEFT_SHUFFLE_LEFT
 +
203 ANIM_TESTUDO_LEFT_SHUFFLE_RIGHT
 +
204 ANIM_TESTUDO_STAND_READY_TO_RIGHT_STAND_READY
 +
205 ANIM_TESTUDO_RIGHT_STAND_READY_TO_STAND_READY
 +
206 ANIM_TESTUDO_RIGHT_STAND_READY
 +
207 ANIM_TESTUDO_RIGHT_STAND_READY_TO_ADVANCE
 +
208 ANIM_TESTUDO_RIGHT_ADVANCE
 +
209 ANIM_TESTUDO_RIGHT_ADVANCE_TO_STAND_READY
 +
210 ANIM_TESTUDO_RIGHT_SHUFFLE_FORWARDS
 +
211 ANIM_TESTUDO_RIGHT_SHUFFLE_BACKWARDS
 +
212 ANIM_TESTUDO_RIGHT_SHUFFLE_LEFT
 +
213 ANIM_TESTUDO_RIGHT_SHUFFLE_RIGHT
 +
214 ANIM_STAND_IDLE_TO_CREW_STAND_IDLE
 +
215 ANIM_CREW_STAND_IDLE
 +
216 ANIM_CREW_STAND_IDLE_TO_STAND_IDLE
 +
217 ANIM_CREW_STAND_TO_CARRY_IDLE
 +
218 ANIM_CREW_CARRY_IDLE
 +
219 ANIM_CREW_CARRY_TO_CARRY_WALK
 +
220 ANIM_CREW_CARRY_WALK
 +
221 ANIM_CREW_CARRY_WALK_TO_CARRY
 +
222 ANIM_CREW_CARRY_TO_STAND
 +
223 ANIM_CREW_STAND_TO_PUSH
 +
224 ANIM_CREW_PUSH
 +
225 ANIM_CREW_PUSH_TO_STAND
 +
226 ANIM_CREW_STAND_TO_PULL
 +
227 ANIM_CREW_PULL
 +
228 ANIM_CREW_PULL_TO_STAND
 +
229 ANIM_CREW_STAND_TO_RAISE_HAND
 +
230 ANIM_CREW_RAISE_HAND
 +
231 ANIM_CREW_RAISE_HAND_TO_STAND
 +
232 ANIM_CREW_STAND_TO_RAISE_HAND_2
 +
233 ANIM_CREW_RAISE_HAND_2
 +
234 ANIM_CREW_RAISE_HAND_2_TO_STAND
 +
235 ANIM_CREW_STAND_TO_CRANK_BALLISTA_LEFT
 +
236 ANIM_CREW_CRANK_BALLISTA_LEFT
 +
237 ANIM_CREW_CRANK_BALLISTA_LEFT_TO_STAND
 +
238 ANIM_CREW_STAND_TO_CRANK_BALLISTA_RIGHT
 +
239 ANIM_CREW_CRANK_BALLISTA_RIGHT
 +
240 ANIM_CREW_CRANK_BALLISTA_RIGHT_TO_STAND
 +
241 ANIM_CREW_STAND_TO_CRANK_SCORPION
 +
242 ANIM_CREW_CRANK_SCORPION
 +
243 ANIM_CREW_CRANK_SCORPION_TO_FIRE_IDLE
 +
244 ANIM_CREW_SCORPION_FIRE_IDLE
 +
245 ANIM_CREW_SCORPION_FIRE_COMMENCE
 +
246 ANIM_CREW_SCORPION_FIRE_RECOVER
 +
247 ANIM_CREW_RELEASE_CRANK
 +
248 ANIM_STEP_FORWARD
 +
249 ANIM_STEP_BACK
 +
250 ANIM_STEP_LEFT
 +
251 ANIM_STEP_RIGHT
 +
252 ANIM_GENERAL_SIGNAL_CHARGE
 +
253 ANIM_GENERAL_SIGNAL_MOVE
 +
254 ANIM_GENERAL_SIGNAL_REFORM
 +
255 ANIM_GENERAL_SIGNAL_HALT
 +
256 ANIM_READY_STAGGER_FORWARD
 +
257 ANIM_READY_STAGGER_BACK
 +
258 ANIM_READY_STAGGER_LEFT
 +
259 ANIM_READY_STAGGER_RIGHT
 +
260 ANIM_CREW_BALLISTA_LEFT_FIRE_IDLE
 +
261 ANIM_CREW_BALLISTA_LEFT_FIRE_COMMENCE
 +
262 ANIM_CREW_BALLISTA_LEFT_FIRE_RECOVER
 +
263 ANIM_CREW_BALLISTA_RIGHT_FIRE_IDLE
 +
264 ANIM_CREW_BALLISTA_RIGHT_FIRE_COMMENCE
 +
265 ANIM_CREW_BALLISTA_RIGHT_FIRE_RECOVER
 +
266 ANIM_REACT_GUARD_HIGH
 +
267 ANIM_REACT_GUARD_LOW
 +
268 ANIM_REACT_DODGE_HIGH
 +
269 ANIM_REACT_DODGE_LOW
 +
270 ANIM_REACT_FEINT_HIGH
 +
271 ANIM_REACT_FEINT_LOW
 +
272 ANIM_REACT_BACK_STEP
 +
273 ANIM_KNOCKDOWN_LAUNCH
 +
274 ANIM_KNOCKDOWN_STUMBLE
 +
275 ANIM_KNOCKDOWN_LYING
 +
276 ANIM_KNOCKDOWN_RECOVER
 +
277 ANIM_TAUNT_1
 +
278 ANIM_TAUNT_2
 +
279 ANIM_TAUNT_3
 +
280 ANIM_KILL_MOUNT
 +
281 ANIM_IDLE_TO_DRUID_CHANT
 +
282 ANIM_DRUID_CHANT
 +
283 ANIM_DRUID_CHANT_TO_IDLE
 +
284 ANIM_SCREECHING_WOMAN_IDLE_1
 +
285 ANIM_SCREECHING_WOMAN_IDLE_2
 +
286 ANIM_CELEBRATE
 +
287 ANIM_SPYING_ACTION
 +
288 ANIM_CONDUCT_DIPLOMACY
 +
289 ANIM_IMPACT
 +
290 ANIM_IDLE_TO_SWIM
 +
291 ANIM_SWIM_TO_IDLE
 +
292 ANIM_SWIM_IDLE
 +
293 ANIM_SWIM
 +
294 ANIM_SWIM_SHUFFLE_FORWARDS
 +
295 ANIM_SWIM_SHUFFLE_BACKWARDS
 +
296 ANIM_SWIM_SHUFFLE_LEFT
 +
297 ANIM_SWIM_SHUFFLE_RIGHT
 +
298 ANIM_SWIM_ATTACK
 +
299 ANIM_BERSERKER_SWING_ATTACK_LEFT
 +
300 ANIM_BERSERKER_SWING_ATTACK_RIGHT
 +
 +
Additional animations including those for exhausted troops can be added via the descr_skeleton_feral_overrides.txt file the full internal names of the additional anims as advised by Feral are:
 +
FERAL_ANIM_FAST_RUN
 +
FERAL_ANIM_HEAVY_RUN
 +
FERAL_ANIM_CAMEL_RIDER_STAND_TO_WALK
 +
FERAL_ANIM_CAMEL_RIDER_STAND_TO_RUN
 +
FERAL_ANIM_CAMEL_RIDER_STAND_TO_CHARGE
 +
FERAL_ANIM_CAMEL_RIDER_WALK
 +
FERAL_ANIM_CAMEL_RIDER_WALK_TO_STAND
 +
FERAL_ANIM_CAMEL_RIDER_WALK_TO_RUN
 +
FERAL_ANIM_CAMEL_RIDER_RUN
 +
FERAL_ANIM_CAMEL_RIDER_RUN_TO_STAND
 +
FERAL_ANIM_CAMEL_RIDER_RUN_TO_WALK
 +
FERAL_ANIM_CAMEL_RIDER_RUN_TO_CHARGE
 +
FERAL_ANIM_CAMEL_RIDER_SHUFFLE_BACK
 +
FERAL_ANIM_CAMEL_RIDER_SHUFFLE_FORWARD
 +
FERAL_ANIM_CAMEL_RIDER_CHARGE
 +
FERAL_ANIM_CAMEL_RIDER_STAND_TURN_CCW
 +
FERAL_ANIM_CAMEL_RIDER_STAND_TURN_CW
 +
FERAL_ANIM_HORSEMAN_REAR
 +
FERAL_ANIM_DIE_FALLING_CYCLE_VAR_01
 +
FERAL_ANIM_DIE_FALLING_END_VAR_01
 +
FERAL_ANIM_DIE_FALLING_CYCLE_VAR_02
 +
FERAL_ANIM_DIE_FALLING_END_VAR_02
 +
FERAL_ANIM_DIE_FALLING_CYCLE_VAR_03
 +
FERAL_ANIM_DIE_FALLING_END_VAR_03
 +
FERAL_ANIM_DIE_FALLING_CYCLE_GALLOPING
 +
FERAL_ANIM_DIE_FALLING_END_GALLOPING
 +
FERAL_ANIM_EXHAUSTED_WALK
 +
FERAL_ANIM_NORMAL_TO_EXHAUSTED_WALK
 +
FERAL_ANIM_EXHAUSTED_TO_NORMAL_WALK
 +
FERAL_ANIM_EXHAUSTED_WALK_TO_STAND
 +
FERAL_ANIM_STAND_TO_EXHAUSTED_WALK
 +
FERAL_ANIM_EXHAUSTED_WALK_TO_EXHAUSTED_RUN
 +
FERAL_ANIM_EXHAUSTED_RUN
 +
FERAL_ANIM_NORMAL_TO_EXHAUSTED_RUN
 +
FERAL_ANIM_EXHAUSTED_TO_NORMAL_RUN
 +
FERAL_ANIM_EXHAUSTED_RUN_TO_STAND
 +
FERAL_ANIM_STAND_TO_EXHAUSTED_RUN
 +
FERAL_ANIM_EXHAUSTED_RUN_TO_EXHAUSTED_WALK
 +
FERAL_ANIM_EXHAUSTED_RUN_TO_CHARGE
 +
FERAL_ANIM_EXHAUSTED_CHARGE
 +
FERAL_ANIM_READY_TO_EXHAUSTED_CHARGE
 +
FERAL_ANIM_EXHAUSTED_CHARGE_TO_STAND
 +
to add them via the text file you need to omit the FERAL_ANIM part e.g, for FERAL_ANIM_EXHAUSTED_RUN use "exhausted_run"
 +
type fs_swordsman
 +
anim exhausted_run data/animations/extra/exhausted/lis/lis_exhausted_run.anim;
 +
The override animations are named .anim and placed in data/animations/extra etc, they are not included in the packs.  The .anim files are a similar format to the .cas files produced by XIDX unpacking the animation packs.  They are not the same format as non-packed full M2TW .cas files.
 +
 +
===Animation Scaling in RR===
 +
RR does not use differently scaled anims within the pack files.  For packed anims the skeleton scale is simply applied to them.  This avoids the problems of working with unpacked animations where differently scaled anims with the same name overwrite each other.
  
 +
However, this scaling system DOES NOT work for the .anim files used via descr_skeleton_feral_overrides.txt.  If you want a scaled skeleton to use an override animation you need to make yourself a new .anim with the same scale as the skeleton.
  
There are 297 possible animation entries using in skeleton files, none of those files contain all of these entries and missing entries would under omission and represent by tail of "0" which represent skipping of animation entries.
+
==Rome Total War Animation List==
 +
In the original '''Rome Total War''' there are 297 possible animation entries used in skeleton files, none of those files contain all of these entries and missing entries would under omission and represent by tail of "0" which represent skipping of animation entries. The possible entries and estimated useage are listed below:
  
 
   1) Character's idle position / standing crew idle position (rest position, whole table would called it shortly as "stand" as it is primary position which would coming back to visit often)
 
   1) Character's idle position / standing crew idle position (rest position, whole table would called it shortly as "stand" as it is primary position which would coming back to visit often)
Line 352: Line 707:
  
  
<big><big>'''Modifying skeletons'''</big></big>
+
== <big><big>'''Extracting Animations and Skeletons'''</big></big> ==
 +
 
 +
In '''Rome: Total War''', skeletons and animations are packed. You can find the vanilla entries inside the data/animations folder:
  
In Rome: Total War, skeletons and animations are packed. You can find the vanilla entries inside the data/animations folder:
+
[[File:Folder.png|650px|left]]<br><br><br><br><br><br><br>
  
 
The savest way to modify animations and skeletons is to copy all the .dat and .idx files into a locally created folder.
 
The savest way to modify animations and skeletons is to copy all the .dat and .idx files into a locally created folder.
This folder should have the name 'animations', as otherwise the extracting tool won't work as supposed.
+
This folder should have the name 'animations', as otherwise the extracting tool won't work as supposed.<br>
 
You can ofcourse place this folder inside another one, such as the name of the mod you are working on.
 
You can ofcourse place this folder inside another one, such as the name of the mod you are working on.
  
When you pasted the files inside this animations folder, you can place the animations pack/unpack tools you can find [https://www.twcenter.net/forums/downloads.php?do=file&id=3560 here].
+
When you pasted the files inside this animations folder, you can place the animations pack/unpack tools at the same location. You can find the tools [https://www.twcenter.net/forums/downloads.php?do=file&id=3560 here].<br>
 +
<br>
 +
The next thing you need to do, is to extract the skeletons and animation files.
 +
* Run '''extract_animations.bat'''
 +
* Run '''extract_skeletons.bat'''
 +
 
 +
After the process is completed, you can see all skeletons, and a folder named 'data', containing all the animations:
 +
[[File:Skeletons.png|650px|left]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 +
 
 +
Now you have the files you can work with. The first thing you need to do is to convert the skeleton you want into a text file.<br>
 +
To achieve this, you need to run the '''RTWskeletonconverter.py''', and select 'Skeleton to Text Converter'. Please note that you need ''Python 3.0'' to run this file.<br>
 +
 
 +
 
 +
For '''Rome Remastered''' '''[[IWTE_-_Rome_Remastered_Functions#Packed_Skeletons_and_Animations|IWTE]]''' can be used to unpack/pack and edit animations and skeletons.
  
  
 
[[Category:RTW Skins, Models & Animations]]
 
[[Category:RTW Skins, Models & Animations]]

Latest revision as of 06:05, 26 April 2022

Glossary:

Stand = rest position of all animation, except for some animation set, all animation should start or end with position of this animation

Ready = position which character would take upon near the enemy position as ready for the fight

Advance = marching while ready, part of stand ready animation set

Retreat = Walking backward (not run away)

Shuffle = character combat manuveuring and movement without move their feet (especially when model get pushed by collision)

Selected = equivalent pose to ready on strat map character, it is pose which character do upon selected character by mouse click

null animation = not found it use in vanilla RTW/BI/ALEX or any mod so far but there is some hypothetical possibility for some possible usage based on cross comparison with M2TW animation mapping


Skeleton file's animation mapping

Tool requires:

1) IDX extract/packer, you could found it here.

2) RTW skeleton exporter (python3 script, required python 3 to work) you could found it here.


Skeleton files are inside data/animations/skeletons.dat. They need to be unpacked and convert to editable format (text) before edit and covert back to use in game.

Rome Remastered Animation List

For Rome Remastered Modding there are 300 possible animations that can be accessed within the packed skeletons, the internal names of these as supplied by Feral are listed below:

	1	ANIM_STAND_IDLE
	2	ANIM_IDLE_1_SHORT
	3	ANIM_IDLE_1
	4	ANIM_IDLE_2
	5	ANIM_IDLE_3
	6	ANIM_IDLE_4
	7	ANIM_IDLE_5
	8	ANIM_IDLE_6
	9	ANIM_IDLE_7
	10	ANIM_IDLE_8
	11	ANIM_IDLE_9
	12	ANIM_STAND_TURN_CW_1
	13	ANIM_STAND_TURN_CW_2
	14	ANIM_STAND_TURN_CCW_1
	15	ANIM_STAND_TURN_CCW_2
	16	ANIM_STAND_TO_WALK
	17	ANIM_WALK
	18	ANIM_WALK_TO_STAND
	19	ANIM_STAND_TO_WALK_BACKWARDS
	20	ANIM_WALK_BACKWARDS
	21	ANIM_WALK_BACKWARDS_TO_STAND
	22	ANIM_STAND_TO_RUN
	23	ANIM_RUN
	24	ANIM_RUN_TO_STAND
	25	ANIM_RUN_TO_WALK
	26	ANIM_WALK_TO_RUN
	27	ANIM_READY_TO_STAND
	28	ANIM_READY
	29	ANIM_READY_IDLE_1
	30	ANIM_READY_IDLE_2
	31	ANIM_READY_IDLE_3
	32	ANIM_READY_FATIGUED_1
	33	ANIM_READY_FATIGUED_2
	34	ANIM_READY_FATIGUED_3
	35	ANIM_READY_LOW_MORALE_1
	36	ANIM_READY_LOW_MORALE_2
	37	ANIM_READY_LOW_MORALE_3
	38	ANIM_READY_HIGH_MORALE_1
	39	ANIM_READY_HIGH_MORALE_2
	40	ANIM_READY_HIGH_MORALE_3
	41	ANIM_READY_TURN_CW
	42	ANIM_READY_TURN_CCW
	43	ANIM_STAND_TO_READY
	44	ANIM_READY_TO_ADVANCE
	45	ANIM_ADVANCE
	46	ANIM_ADVANCE_TO_READY
	47	ANIM_READY_TO_RETREAT
	48	ANIM_RETREAT
	49	ANIM_RETREAT_TO_READY
	50	ANIM_SHUFFLE_FORWARD
	51	ANIM_SHUFFLE_BACK
	52	ANIM_SHUFFLE_LEFT
	53	ANIM_SHUFFLE_RIGHT
	54	ANIM_READY_TO_BRACE
	55	ANIM_BRACE
	56	ANIM_BRACE_TO_READY
	57	ANIM_JUMP
	58	ANIM_REFUSE
	59	ANIM_ATTACK_MID_LOW_1
	60	ANIM_ATTACK_MID_LOW_2
	61	ANIM_ATTACK_MID_CENTRE_1
	62	ANIM_ATTACK_MID_CENTRE_2
	63	ANIM_ATTACK_MID_HIGH_1
	64	ANIM_ATTACK_MID_HIGH_2
	65	ANIM_ATTACK_MID_OVERHEAD_1
	66	ANIM_ATTACK_MID_OVERHEAD_2
	67	ANIM_ATTACK_LEFT_LOW_1
	68	ANIM_ATTACK_LEFT_LOW_2
	69	ANIM_ATTACK_LEFT_CENTRE_1
	70	ANIM_ATTACK_LEFT_CENTRE_2
	71	ANIM_ATTACK_LEFT_HIGH_1
	72	ANIM_ATTACK_LEFT_HIGH_2
	73	ANIM_ATTACK_LEFT_OVERHEAD_1
	74	ANIM_ATTACK_LEFT_OVERHEAD_2
	75	ANIM_ATTACK_RIGHT_LOW_1
	76	ANIM_ATTACK_RIGHT_LOW_2
	77	ANIM_ATTACK_RIGHT_CENTRE_1
	78	ANIM_ATTACK_RIGHT_CENTRE_2
	79	ANIM_ATTACK_RIGHT_HIGH_1
	80	ANIM_ATTACK_RIGHT_HIGH_2
	81	ANIM_ATTACK_RIGHT_OVERHEAD_1
	82	ANIM_ATTACK_RIGHT_OVERHEAD_2
	83	ANIM_RUN_ATTACK
	84	ANIM_ATTACK_MISSILE_READY
	85	ANIM_ATTACK_MISSILE_HOLD
	86	ANIM_ATTACK_MISSILE_RELEASE
	87	ANIM_DIE_FORWARDS
	88	ANIM_DIE_FORWARDS_VARIANT
	89	ANIM_DIE_BACKWARDS
	90	ANIM_DIE_BACKWARDS_VARIANT
	91	ANIM_DIE_TO_BACK_RIGHT
	92	ANIM_DIE_TO_BACK_RIGHT_VARIANT
	93	ANIM_DIE_TO_BACK_LEFT
	94	ANIM_DIE_TO_BACK_LEFT_VARIANT
	95	ANIM_DIE_FALLING_CYCLE
	96	ANIM_DIE_FALLING_END
	97	ANIM_DIE_TRAMPLED_FRONT_SLIDE
	98	ANIM_DIE_TRAMPLED_FRONT_ROLL
	99	ANIM_DIE_TRAMPLED_REAR_SLIDE
	100	ANIM_DIE_TRAMPLED_REAR_ROLL
	101	ANIM_DIE_REFUSING
	102	ANIM_DIE_GALLOPING
	103	ANIM_DIE_CHARGING
	104	ANIM_SHIELD_RAISED
	105	ANIM_CHARGE
	106	ANIM_STAND_TO_CHARGE
	107	ANIM_READY_TO_CHARGE
	108	ANIM_RUN_TO_CHARGE
	109	ANIM_CHARGE_TO_READY
	110	ANIM_CHARGE_ATTACK
	111	ANIM_CHARGE_JUMP_ATTACK
	112	ANIM_TESTUDO_OFFICER_STAND_TO_ADVANCE
	113	ANIM_TESTUDO_OFFICER_ADVANCE
	114	ANIM_TESTUDO_OFFICER_ADVANCE_TO_STAND
	115	ANIM_TESTUDO_STAND_READY_TO_FRONT_ROW_STAND_READY
	116	ANIM_TESTUDO_FRONT_ROW_STAND_READY
	117	ANIM_TESTUDO_FRONT_ROW_ADVANCE_TO_STAND
	118	ANIM_TESTUDO_FRONT_ROW_SHUFFLE_BACKWARDS
	119	ANIM_TESTUDO_FRONT_ROW_SHUFFLE_FORWARDS
	120	ANIM_TESTUDO_FRONT_ROW_SHUFFLE_LEFT
	121	ANIM_TESTUDO_FRONT_ROW_SHUFFLE_RIGHT
	122	ANIM_TESTUDO_FRONT_ROW_STAND_READY_TO_STAND_READY
	123	ANIM_TESTUDO_FRONT_ROW_STAND_TO_ADVANCE
	124	ANIM_TESTUDO_FRONT_ROW_ADVANCE
	125	ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_1
	126	ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_2
	127	ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_3
	128	ANIM_TESTUDO_STAND_READY_TO_REAR_STAND_READY_4
	129	ANIM_TESTUDO_REAR_STAND_READY
	130	ANIM_TESTUDO_REAR_ADVANCE_TO_STAND
	131	ANIM_TESTUDO_REAR_SHUFFLE_BACKWARDS
	132	ANIM_TESTUDO_REAR_SHUFFLE_FORWARDS
	133	ANIM_TESTUDO_REAR_SHUFFLE_LEFT_1
	134	ANIM_TESTUDO_REAR_SHUFFLE_LEFT_2
	135	ANIM_TESTUDO_REAR_SHUFFLE_LEFT_3
	136	ANIM_TESTUDO_REAR_SHUFFLE_LEFT_4
	137	ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_1
	138	ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_2
	139	ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_3
	140	ANIM_TESTUDO_REAR_SHUFFLE_RIGHT_4
	141	ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_1
	142	ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_2
	143	ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_3
	144	ANIM_TESTUDO_REAR_STAND_READY_TO_STAND_READY_4
	145	ANIM_TESTUDO_REAR_STAND_TO_ADVANCE
	146	ANIM_TESTUDO_REAR_ADVANCE
	147	ANIM_STAND_TO_HIDE
	148	ANIM_HIDE
	149	ANIM_HIDE_TO_STAND
	150	ANIM_KNOCKBACK_BACK
	151	ANIM_KNOCKBACK_BACK_MOVE
	152	ANIM_KNOCKBACK_BACK_RIGHT
	153	ANIM_KNOCKBACK_BACK_RIGHT_MOVE
	154	ANIM_KNOCKBACK_FRONT
	155	ANIM_KNOCKBACK_FRONT_MOVE
	156	ANIM_KNOCKBACK_FRONT_LEFT
	157	ANIM_KNOCKBACK_FRONT_LEFT_MOVE
	158	ANIM_CLIMB_BACKWARDS
	159	ANIM_CLIMB_IDLE
	160	ANIM_CLIMB_FORWARDS
	161	ANIM_STAND_TO_CLIMB
	162	ANIM_STAND_TO_CLIMB_BACKWARDS
	163	ANIM_CLIMB_FORWARDS_TO_STAND
	164	ANIM_CLIMB_BACKWARDS_TO_STAND
	165	ANIM_STAND_TO_SELECTED
	166	ANIM_SELECTED
	167	ANIM_SELECTED_TO_STAND
	168	ANIM_SPY_STAND_TO_IDLE
	169	ANIM_SPY_IDLE
	170	ANIM_SPY_IDLE_TO_STAND
	171	ANIM_SPY_STAND_TO_WALK
	172	ANIM_SPY_WALK
	173	ANIM_SPY_WALK_TO_STAND
	174	ANIM_STAND_TO_BUILD_SETTLEMENT
	175	ANIM_BUILD_SETTLEMENT
	176	ANIM_BUILD_SETTLEMENT_TO_STAND
	177	ANIM_STAND_TO_AMBUSH
	178	ANIM_AMBUSH
	179	ANIM_AMBUSH_TO_STAND
	180	ANIM_DESPOIL
	181	ANIM_DECIMATE
	182	ANIM_INSURRECT
	183	ANIM_SABOTAGE
	184	ANIM_ASSASSINATE
	185	ANIM_VICTORY
	186	ANIM_CAPTURE_SETTLEMENT
	187	ANIM_STAND_TO_NO_MP
	188	ANIM_NO_MP
	189	ANIM_NO_MP_TO_STAND
	190	ANIM_STAND_TO_SIEGE
	191	ANIM_SIEGE_IDLE
	192	ANIM_SIEGE_ACTION
	193	ANIM_SIEGE_TO_STAND
	194	ANIM_TESTUDO_STAND_READY_TO_LEFT_STAND_READY
	195	ANIM_TESTUDO_LEFT_STAND_READY_TO_STAND_READY
	196	ANIM_TESTUDO_LEFT_STAND_READY
	197 	ANIM_TESTUDO_LEFT_STAND_READY_TO_ADVANCE
	198	ANIM_TESTUDO_LEFT_ADVANCE
	199	ANIM_TESTUDO_LEFT_ADVANCE_TO_STAND_READY
	200	ANIM_TESTUDO_LEFT_SHUFFLE_FORWARDS
	201	ANIM_TESTUDO_LEFT_SHUFFLE_BACKWARDS
	202	ANIM_TESTUDO_LEFT_SHUFFLE_LEFT
	203	ANIM_TESTUDO_LEFT_SHUFFLE_RIGHT
	204	ANIM_TESTUDO_STAND_READY_TO_RIGHT_STAND_READY
	205	ANIM_TESTUDO_RIGHT_STAND_READY_TO_STAND_READY
	206	ANIM_TESTUDO_RIGHT_STAND_READY
	207	ANIM_TESTUDO_RIGHT_STAND_READY_TO_ADVANCE
	208	ANIM_TESTUDO_RIGHT_ADVANCE
	209	ANIM_TESTUDO_RIGHT_ADVANCE_TO_STAND_READY
	210	ANIM_TESTUDO_RIGHT_SHUFFLE_FORWARDS
	211	ANIM_TESTUDO_RIGHT_SHUFFLE_BACKWARDS
	212	ANIM_TESTUDO_RIGHT_SHUFFLE_LEFT
	213	ANIM_TESTUDO_RIGHT_SHUFFLE_RIGHT
	214	ANIM_STAND_IDLE_TO_CREW_STAND_IDLE
	215	ANIM_CREW_STAND_IDLE
	216	ANIM_CREW_STAND_IDLE_TO_STAND_IDLE
	217	ANIM_CREW_STAND_TO_CARRY_IDLE
	218	ANIM_CREW_CARRY_IDLE
	219	ANIM_CREW_CARRY_TO_CARRY_WALK
	220	ANIM_CREW_CARRY_WALK
	221	ANIM_CREW_CARRY_WALK_TO_CARRY
	222	ANIM_CREW_CARRY_TO_STAND
	223	ANIM_CREW_STAND_TO_PUSH
	224	ANIM_CREW_PUSH
	225	ANIM_CREW_PUSH_TO_STAND
	226	ANIM_CREW_STAND_TO_PULL
	227	ANIM_CREW_PULL
	228	ANIM_CREW_PULL_TO_STAND
	229	ANIM_CREW_STAND_TO_RAISE_HAND
	230	ANIM_CREW_RAISE_HAND
	231	ANIM_CREW_RAISE_HAND_TO_STAND
	232	ANIM_CREW_STAND_TO_RAISE_HAND_2
	233	ANIM_CREW_RAISE_HAND_2
	234	ANIM_CREW_RAISE_HAND_2_TO_STAND
	235	ANIM_CREW_STAND_TO_CRANK_BALLISTA_LEFT
	236	ANIM_CREW_CRANK_BALLISTA_LEFT
	237	ANIM_CREW_CRANK_BALLISTA_LEFT_TO_STAND
	238	ANIM_CREW_STAND_TO_CRANK_BALLISTA_RIGHT
	239	ANIM_CREW_CRANK_BALLISTA_RIGHT
	240	ANIM_CREW_CRANK_BALLISTA_RIGHT_TO_STAND
	241	ANIM_CREW_STAND_TO_CRANK_SCORPION
	242	ANIM_CREW_CRANK_SCORPION
	243	ANIM_CREW_CRANK_SCORPION_TO_FIRE_IDLE
	244	ANIM_CREW_SCORPION_FIRE_IDLE
	245	ANIM_CREW_SCORPION_FIRE_COMMENCE
	246	ANIM_CREW_SCORPION_FIRE_RECOVER
	247	ANIM_CREW_RELEASE_CRANK
	248	ANIM_STEP_FORWARD
	249	ANIM_STEP_BACK
	250	ANIM_STEP_LEFT
	251	ANIM_STEP_RIGHT
	252	ANIM_GENERAL_SIGNAL_CHARGE
	253	ANIM_GENERAL_SIGNAL_MOVE
	254	ANIM_GENERAL_SIGNAL_REFORM
	255	ANIM_GENERAL_SIGNAL_HALT
	256	ANIM_READY_STAGGER_FORWARD
	257	ANIM_READY_STAGGER_BACK
	258	ANIM_READY_STAGGER_LEFT
	259	ANIM_READY_STAGGER_RIGHT
	260	ANIM_CREW_BALLISTA_LEFT_FIRE_IDLE
	261	ANIM_CREW_BALLISTA_LEFT_FIRE_COMMENCE
	262	ANIM_CREW_BALLISTA_LEFT_FIRE_RECOVER
	263	ANIM_CREW_BALLISTA_RIGHT_FIRE_IDLE
	264	ANIM_CREW_BALLISTA_RIGHT_FIRE_COMMENCE
	265	ANIM_CREW_BALLISTA_RIGHT_FIRE_RECOVER
	266	ANIM_REACT_GUARD_HIGH
	267	ANIM_REACT_GUARD_LOW
	268	ANIM_REACT_DODGE_HIGH
	269	ANIM_REACT_DODGE_LOW
	270	ANIM_REACT_FEINT_HIGH
	271	ANIM_REACT_FEINT_LOW
	272	ANIM_REACT_BACK_STEP
	273	ANIM_KNOCKDOWN_LAUNCH
	274	ANIM_KNOCKDOWN_STUMBLE
	275	ANIM_KNOCKDOWN_LYING
	276	ANIM_KNOCKDOWN_RECOVER
	277	ANIM_TAUNT_1
	278	ANIM_TAUNT_2
	279	ANIM_TAUNT_3
	280	ANIM_KILL_MOUNT
	281	ANIM_IDLE_TO_DRUID_CHANT
	282	ANIM_DRUID_CHANT
	283	ANIM_DRUID_CHANT_TO_IDLE
	284	ANIM_SCREECHING_WOMAN_IDLE_1
	285	ANIM_SCREECHING_WOMAN_IDLE_2
	286	ANIM_CELEBRATE
	287	ANIM_SPYING_ACTION
	288	ANIM_CONDUCT_DIPLOMACY
	289	ANIM_IMPACT
	290	ANIM_IDLE_TO_SWIM
	291	ANIM_SWIM_TO_IDLE
	292	ANIM_SWIM_IDLE
	293	ANIM_SWIM
	294	ANIM_SWIM_SHUFFLE_FORWARDS
	295	ANIM_SWIM_SHUFFLE_BACKWARDS
	296	ANIM_SWIM_SHUFFLE_LEFT
	297	ANIM_SWIM_SHUFFLE_RIGHT
	298	ANIM_SWIM_ATTACK
	299	ANIM_BERSERKER_SWING_ATTACK_LEFT
	300	ANIM_BERSERKER_SWING_ATTACK_RIGHT

Additional animations including those for exhausted troops can be added via the descr_skeleton_feral_overrides.txt file the full internal names of the additional anims as advised by Feral are:

FERAL_ANIM_FAST_RUN
FERAL_ANIM_HEAVY_RUN
FERAL_ANIM_CAMEL_RIDER_STAND_TO_WALK
FERAL_ANIM_CAMEL_RIDER_STAND_TO_RUN
FERAL_ANIM_CAMEL_RIDER_STAND_TO_CHARGE
FERAL_ANIM_CAMEL_RIDER_WALK
FERAL_ANIM_CAMEL_RIDER_WALK_TO_STAND
FERAL_ANIM_CAMEL_RIDER_WALK_TO_RUN
FERAL_ANIM_CAMEL_RIDER_RUN
FERAL_ANIM_CAMEL_RIDER_RUN_TO_STAND
FERAL_ANIM_CAMEL_RIDER_RUN_TO_WALK
FERAL_ANIM_CAMEL_RIDER_RUN_TO_CHARGE
FERAL_ANIM_CAMEL_RIDER_SHUFFLE_BACK
FERAL_ANIM_CAMEL_RIDER_SHUFFLE_FORWARD
FERAL_ANIM_CAMEL_RIDER_CHARGE
FERAL_ANIM_CAMEL_RIDER_STAND_TURN_CCW
FERAL_ANIM_CAMEL_RIDER_STAND_TURN_CW
FERAL_ANIM_HORSEMAN_REAR
FERAL_ANIM_DIE_FALLING_CYCLE_VAR_01
FERAL_ANIM_DIE_FALLING_END_VAR_01
FERAL_ANIM_DIE_FALLING_CYCLE_VAR_02
FERAL_ANIM_DIE_FALLING_END_VAR_02
FERAL_ANIM_DIE_FALLING_CYCLE_VAR_03
FERAL_ANIM_DIE_FALLING_END_VAR_03
FERAL_ANIM_DIE_FALLING_CYCLE_GALLOPING
FERAL_ANIM_DIE_FALLING_END_GALLOPING
FERAL_ANIM_EXHAUSTED_WALK
FERAL_ANIM_NORMAL_TO_EXHAUSTED_WALK
FERAL_ANIM_EXHAUSTED_TO_NORMAL_WALK
FERAL_ANIM_EXHAUSTED_WALK_TO_STAND
FERAL_ANIM_STAND_TO_EXHAUSTED_WALK
FERAL_ANIM_EXHAUSTED_WALK_TO_EXHAUSTED_RUN
FERAL_ANIM_EXHAUSTED_RUN
FERAL_ANIM_NORMAL_TO_EXHAUSTED_RUN
FERAL_ANIM_EXHAUSTED_TO_NORMAL_RUN
FERAL_ANIM_EXHAUSTED_RUN_TO_STAND
FERAL_ANIM_STAND_TO_EXHAUSTED_RUN
FERAL_ANIM_EXHAUSTED_RUN_TO_EXHAUSTED_WALK
FERAL_ANIM_EXHAUSTED_RUN_TO_CHARGE
FERAL_ANIM_EXHAUSTED_CHARGE
FERAL_ANIM_READY_TO_EXHAUSTED_CHARGE
FERAL_ANIM_EXHAUSTED_CHARGE_TO_STAND

to add them via the text file you need to omit the FERAL_ANIM part e.g, for FERAL_ANIM_EXHAUSTED_RUN use "exhausted_run"

type		fs_swordsman
anim		exhausted_run		data/animations/extra/exhausted/lis/lis_exhausted_run.anim;

The override animations are named .anim and placed in data/animations/extra etc, they are not included in the packs. The .anim files are a similar format to the .cas files produced by XIDX unpacking the animation packs. They are not the same format as non-packed full M2TW .cas files.

Animation Scaling in RR

RR does not use differently scaled anims within the pack files. For packed anims the skeleton scale is simply applied to them. This avoids the problems of working with unpacked animations where differently scaled anims with the same name overwrite each other.

However, this scaling system DOES NOT work for the .anim files used via descr_skeleton_feral_overrides.txt. If you want a scaled skeleton to use an override animation you need to make yourself a new .anim with the same scale as the skeleton.

Rome Total War Animation List

In the original Rome Total War there are 297 possible animation entries used in skeleton files, none of those files contain all of these entries and missing entries would under omission and represent by tail of "0" which represent skipping of animation entries. The possible entries and estimated useage are listed below:

 1) Character's idle position / standing crew idle position (rest position, whole table would called it shortly as "stand" as it is primary position which would coming back to visit often)
 2) Character's idle animation (1) (short idle?)
 3) Character's idle animation (2) / elephant/chariot rider idle (1)
 4) Character's idle animation (3) / elephant/chariot rider idle (2)
 5) Character's idle animation (4) / elephant/chariot rider idle (3)
 6) Character's idle animation (5) / elephant/chariot stand crew idle (1)
 7) Character's idle animation (6) / elephant/chariot stand crew idle (2)
 8) Character's idle animation (7) / elephant/chariot stand crew idle (3)
 9) Character's idle animation (8) / elephant/chariot stand crew idle (4)
 10) Character's idle animation (9) / elephant/chariot stand crew idle (5)
 11) Character's idle animation (10) / elephant/chariot stand crew idle (6)
 12) Battle map character's stand to turn 90 degree right (not part of m2tw animation mapping)
 13) Strat map character's turn to selected clockwise (not part of m2tw animation mapping)
 14) Battle map character's stand to turn 90 degree left (not part of m2tw animation mapping)
 15) Strat map character's turn to selected counterclockwise (not part of m2tw animation mapping)
 16) Character's stand to march / carriage stand crew "stand to lean left"
 17) Character's march loop / carriage stand crew "lean left"
 18) Character's march to stand / carriage stand crew "lean left to stand"
 19) Strat map character's walk to selected loop
 20) Strat map character's standing to step backward
 21) Strat map character's step backward
 22) Battle map character's stand to run / carriage stand crew "stand to lean right" / strat map character's step backward to stand
 23) Character's run loop / carriage stand crew "lean right"
 24) Character's run to stand / carriage stand crew "lean right to stand"
 25) Character's run to march
 26) Character's march to run
 27) Character's ready to stand
 28) Character's ready
 29) Character's ready idle animation (ready high fatigue?)
 30) Character's ready idle animation (ready high fatigue?)
 31) Character's ready idle animation (ready high fatigue?)
 32) Character's ready idle animation (ready fatigue?)
 33) Character's ready idle animation (ready fatigue?)
 34) Character's ready idle animation (ready fatigue?)
 35) Character's ready idle animation (ready low fatigue + low morale?)
 36) Character's ready idle animation (ready low fatigue + low morale?)
 37) Character's ready idle animation (ready low fatigue + low morale?)
 38) Character's ready idle animation (ready low fatigue + high morale?)
 39) Character's ready idle animation (ready low fatigue + high morale?)
 40) Character's ready idle animation (ready low fatigue + high morale?)
 41) Character's ready turn 90 right
 42) Character's ready turn 90 left
 43) Character's stand to ready
 44) Character's ready to advance
 45) Character's advance (loop)
 46) Character's advance to ready
 47) Character's ready to retreat
 48) Character's retreat
 49) Character's retreat to ready
 50) Character's shuffle forward
 51) Character's shuffle back
 52) Character's shuffle left
 53) Character's shuffle right
 54) null animation: (m2tw ready to brace?)		5
 55) null animation: (m2tw brace?)
 56) null animation: (m2tw brace to ready?)
 57) null animation: (m2tw jump?)
 58) null animation: (m2tw refuse?)
 59) Battle map character's attack low (1)
 60) Battle map character's attack low (2)
 61) Battle map character's attack horizontal (1)
 62) Battle map character's attack horizontal (2)
 63) Battle map character's attack high (1)
 64) Battle map character's attack high (2)
 65) Battle map character's attack slash over (vanilla only using with cavalry, but infantry also able to use it)
 66) Battle map character's slash left downward
 67) Battle map character's thrust left downward
 68) Battle map character's slash left (attack left horizonal?)			
 69) Battle map character's thrust left (attack left horizonal?)			
 70) Battle map character's slash left upward
 71) Battle map character's thrust left upward
 72) null animation: (Battle map character's attack left overhead?)
 73) null animation: (Battle map character's attack left overhead?)
 74) Battle map character's slash right downward
 75) Battle map character's thrust right downward
 76) Battle map character's slash right (right horizonal?)
 77) Battle map character's thrust right (right horizonal?)
 78) Battle map character's slash right upward
 79) Battle map character's thrust right upward / Strat Map general/captain/navy's attack
 80) Battle map character's overhead chop right
 81) Battle map character's overhead chop right downward
 82) Battle map character's run attack
 83) Battle map character's ready to aim range attack
 84) Battle map character's aim range attack
 85) Battle map character's release range attack
 86) Character's (stabed) dying forwards
 87) Character's (die) forwards
 88) Character's dying backwards (1)
 89) Character's dying backwards (2)
 90) Character's dying to his right
 91) Character's die back right
 92) null animation: (character's dying to his left?)
 93) null animation: (character's die back left?)
 94) Battle map character's flailing cycle
 95) Battle map character's flailing landing
 96) null animation: (Battle map character's die trampled front slide?)
 97) Battle map character's man trampled down roll from front
 98) null animation: (Battle map character's die trampled rear slide?)
 99) null animation: (Battle map character's die trampled rear roll?)
 100) null animation: (Battle map character's die refusing?)
 101) null animation: (Battle map character's die galloping?)
 102) Battle map character's dying backwards/charge death
 103) null animation: (Battle map character's shield raised?)
 104) Battle map character's charge loop
 105) Battle map character's ready to charge (stand to charge?)
 106) null animation: (stand ready to charge?)
 107) Battle map character's run to charge
 108) Battle map character's charge to stand ready
 109) Battle map character's charge attack
 110) Battle map character's charge attack (charge jump attack)
 111) Battle map character's testudo/shieldwall, stand ready to advance
 112) Battle map character's testudo/shieldwall, advance
 113) Battle map character's testudo/shieldwall, advance to stand ready
 114) Battle map character's testudo/shieldwall, stand ready to front row stand ready
 115) Battle map character's testudo/shieldwall, front row stand ready
 116) Battle map character's testudo/shieldwall, front row advance to stand
 117) Battle map character's testudo/shieldwall, front row shuffle backwards
 118) Battle map character's testudo/shieldwall, front row shuffle forwards
 119) Battle map character's testudo/shieldwall, front row shuffle left
 120) Battle map character's testudo/shieldwall, front row shuffle right
 121) Battle map character's testudo/shieldwall, front row stand ready to stand ready
 122) Battle map character's testudo/shieldwall, front row stand to advance
 123) Battle map character's testudo/shieldwall, front row advance
 124) Battle map character's testudo, stand ready to rear stand ready (1) (not using by shieldwall or other special formation)
 125) Battle map character's testudo, stand ready to rear stand ready (2) (not using by shieldwall or other special formation)
 126) Battle map character's testudo, stand ready to rear stand ready (3) (not using by shieldwall or other special formation)
 127) Battle map character's testudo, stand ready to rear stand ready (4) (not using by shieldwall or other special formation)
 128) Battle map character's testudo, rear stand ready (not using by shieldwall or other special formation)
 129) Battle map character's testudo, rear advance to stand (not using by shieldwall or other special formation)
 130) Battle map character's testudo, rear shuffle backwards (not using by shieldwall or other special formation)
 131) Battle map character's testudo, rear shuffle forwards (not using by shieldwall or other special formation)
 132) Battle map character's testudo, rear shuffle left (1) (not using by shieldwall or other special formation)
 133) Battle map character's testudo, rear shuffle left (2) (not using by shieldwall or other special formation)
 134) Battle map character's testudo, rear shuffle left (3) (not using by shieldwall or other special formation)
 135) Battle map character's testudo, rear shuffle left (4) (not using by shieldwall or other special formation)
 136) Battle map character's testudo, rear shuffle right (1) (not using by shieldwall or other special formation)
 137) Battle map character's testudo, rear shuffle right (2) (not using by shieldwall or other special formation)
 138) Battle map character's testudo, rear shuffle right (3) (not using by shieldwall or other special formation)
 139) Battle map character's testudo, rear shuffle right (4) (not using by shieldwall or other special formation)
 140) Battle map character's testudo, rear stand ready to stand ready (1) (not using by shieldwall or other special formation)
 141) Battle map character's testudo, rear stand ready to stand ready (2) (not using by shieldwall or other special formation)
 142) Battle map character's testudo, rear stand ready to stand ready (3) (not using by shieldwall or other special formation)
 143) Battle map character's testudo, rear stand ready to stand ready (4) (not using by shieldwall or other special formation)
 144) Battle map character's testudo, rear stand to advance (not using by shieldwall or other special formation)
 145) Battle map character's testudo, rear advance (not using by shieldwall or other special formation)
 146) Battle map character's stand to hide
 147) Battle map character's hide
 148) Battle map character's hide to stand
 149) Battle map character's stand ready back impact
 150) Battle map character's m_stand ready back impact
 151) Battle map character's stand ready back right impact
 152) Battle map character's m_stand ready back right impact
 153) Battle map character's stand ready front impact
 154) Battle map character's m_stand ready front impact
 155) Battle map character's stand ready front left impact
 156) Battle map character's m_stand ready front left impact
 157) Battle map character's climb down ladder
 158) Battle map character's idle still on ladder
 159) Battle map character's climb up ladder
 160) Battle map character's stand idle to climb ladder
 161) Battle map character's battlement to claimb ladder left side
 162) Battle map character's climb off ladder onto left to stand ready
 163) Battle map character's climb down ladder to stand ready
 164) Strat map character's stand to selected
 165) Strat map character's selected
 166) Strat map character's selected to stand
 167) null animation: (m2tw spy stand to idle?, but rtw spy using character stand/idle animation slot above)
 168) null animation: (m2tw spy idle?, but rtw spy using character stand/idle animation slot above)
 169) null animation: (m2tw spy idle to stand?, but rtw spy using character stand/idle animation slot above)
 170) null animation: (m2tw spy stand to walk?, but rtw spy using character walking/marching animation slot above)
 171) null animation: (m2tw spy walk?, but rtw spy using character walking/marching animation slot above)
 172) null animation: (m2tw spy walk to stand?, but rtw spy using character walking/marching animation slot above)
 173) Strat map character's stand to build
 174) Strat map character's build loop
 175) Strat map character's build to stand
 176) Strat map character's stand to ambush
 177) Strat map character's ambush loop
 178) Strat map character's ambush to stand
 179) Strat map character's despoil
 180) Strat map character's decimate army
 181) Strat map character's insurrect army
 182) Strat map character's sabotage
 183) Strat map character's assassinate
 184) Strat map character's battle victory
 185) Strat map character's capture settlement
 186) Strat map character's stand to hide
 187) Strat map character's hide loop
 188) Strat map character's hide to stand
 189) Strat map character's stand to siege
 190) Strat map character's siege idle
 191) Strat map character's siege
 192) Strat map character's siege to stand
 193) Battle map character's testudo/shieldwall, stand ready to left column stand ready
 194) Battle map character's testudo/shieldwall, left column stand ready to stand ready
 195) Battle map character's testudo/shieldwall, left column stand ready
 196) Battle map character's testudo/shieldwall, left column stand to advance
 197) Battle map character's testudo/shieldwall, left column advance
 198) Battle map character's testudo/shieldwall, left column advance to stand
 199) Battle map character's testudo/shieldwall, left column shuffle forward
 200) Battle map character's testudo/shieldwall, left column shuffle backwards
 201) Battle map character's testudo/shieldwall, left column shuffle left
 202) Battle map character's testudo/shieldwall, left column shuffle right
 203) Battle map character's testudo/shieldwall, stand ready to right column stand ready
 204) Battle map character's testudo/shieldwall, right column stand ready to stand ready
 205) Battle map character's testudo/shieldwall, right column stand ready
 206) Battle map character's testudo/shieldwall, right column stand to advance
 207) Battle map character's testudo/shieldwall, right column advance
 208) Battle map character's testudo/shieldwall, right column advance to stand
 209) Battle map character's testudo/shieldwall, right column shuffle forward
 210) Battle map character's testudo/shieldwall, right column shuffle backward
 211) Battle map character's testudo/shieldwall, right column shuffle left
 212) Battle map character's testudo/shieldwall, right column shuffle right
 213) Battle map character's carry ladder, idle
 214) Battle map character's carry ladder, stand idle empty hands
 215) Battle map character's carry ladder, idle to stand idle
 216) Battle map character's carry ladder, empty hand to carry object
 217) Battle map character's carry ladder, stand to walk carrying object
 218) Battle map character's carry ladder, walk carrying object
 219) Battle map character's carry ladder, walk to stand carry object
 220) Battle map character's carry ladder, carry object to empty hands
 221) Battle map character's stand to push heavy object
 222) Battle map character's push heavy object loop
 223) Battle map character's push heavy object to stand
 224) Battle map character's artillery crew, stand to pull
 225) Battle map character's artillery crew, pull loop
 226) Battle map character's artillery crew, pull to stand
 227) Battle map character's artillery crew, carry to raise hand in air
 228) Battle map character's artillery crew, raise hand in air
 229) Battle map character's artillery crew, raise hand to carry
 230) Battle map character's artillery crew, carry to raise hand in air
 231) Battle map character's artillery crew, raised hand in air loop
 232) Battle map character's artillery crew, raised hand to carry
 233) Battle map character's artillery crew, ballista crew left stand to crank
 234) Battle map character's artillery crew, ballista crew left crack loop
 235) Battle map character's artillery crew, ballista crew left fire idle
 236) Battle map character's artillery crew, ballista crew right stand to crank
 237) Battle map character's artillery crew, ballista crew right crack loop
 238) Battle map character's artillery crew, ballista crew right fire idle
 239) Battle map character's artillery crew, scorpion crew stand to crank
 240) Battle map character's artillery crew, scorpion crew crank
 241) Battle map character's artillery crew, scorpion crew crank to fire idle
 242) Battle map character's artillery crew, scorpion crew fire idle
 243) Battle map character's artillery crew, scorpion crew fire commence
 244) Battle map character's artillery crew, scorpion crew fire recover
 245) Battle map character's artillery crew, stand idle release crank
 246) Battle map character's combat front step
 247) Battle map character's combat back step
 248) Battle map character's combat left step
 249) Battle map character's combat right step
 250) Battle map captain/general's command signal, charge
 251) Battle map captain/general's command signal, move
 252) Battle map captain/general's command signal, reform
 253) Battle map captain/general's command signal, halt
 254) Battle map character's push back (m2tw stagger?)
 255) null animation: (m2tw stagger?)
 256) null animation: (m2tw stagger?)
 257) Battle map character's artillery crew, ballista crew left fire idle
 258) Battle map character's artillery crew, ballista crew left fire commence
 259) Battle map character's artillery crew, ballista crew left fire recover
 260) Battle map character's artillery crew, ballista crew right fire idle
 261) Battle map character's artillery crew, ballista crew right fire commence
 262) Battle map character's artillery crew, ballista crew right fire recover
 263) Battle map character's guard_left
 264) Battle map character's guard_right
 265) Battle map character's dodge_left
 266) Battle map character's dodge_right
 267) Battle map character's feint_left
 268) Battle map character's feint_right
 269) Battle map character's combat stepback
 270) Battle map character's knockdown launch
 271) Battle map character's knockdown
 272) Battle map character's knockdown idle
 273) Battle map character's knockdown idle to stand ready
 274) Battle map character's taunt animation (1) / rider taunt
 275) Battle map character's taunt animation (2) / standing crew taunt
 276) Battle map character's taunt animation (3)
 277) Battle map elephant rider's kill elephant
 278) Battle map character's stand idle to chant
 279) Battle map character's chant animation
 280) Battle map character's chant to stand idle
 281) Battle map character's screeching (1)
 282) Battle map character's screeching (2)
 283) Battle map character's celebrate animation
 284) Strat map character's spying
 285) Strat map character's Diplomat treaty action
 286) Strat map character's general/captain's impact
 287) Battle map character's swimming, stand to swim
 288) Battle map character's swimming, swim to stand
 289) Battle map character's swimming, treadwater
 290) Battle map character's swimming (loop)
 291) Battle map character's swimming, shuffle forward
 292) Battle map character's swimming, shuffle backward
 293) Battle map character's swimming, shuffle left
 294) Battle map character's swimming, shuffle right
 295) Battle map character's swimming, attack
 296) Battle map character's berserker's special (berserker swing attack left?)
 297) null animation: (berserker swing attack right?)

Note: 1) No vanilla skeletons that contain active entries for all of animation in mapping but all of them could be add/insert if you counting omission zeroes (zero tails) properly (modding skeleton by modder)

2) Vanilla RTW skeletons are very economical with animation entries inside so not all of those skeletons could perform all task you want to

 - Strat map animation's entries only available in skeleton specified for strat map character of specific type in vanilla
 - Character's ready idle animation entries are only using in skeletons from Rome:Medieval mods
 - Command signals animation entries are only available in swordsman, sword cavalry, and dagger skeletons in vanilla RTW
 - Artillery crew operation animation entries are only available in dagger skeleton in vanilla RTW
 - screeching animation entries are only available in dagger skeleton in vanilla RTW
 - Slingers and Head Hurlers using slinger skeletons which not able to shared with other normal units and only able to perform limit task due to they have additional bone (weapon bone) in their skeleton/model 

3) If animation entries missing in skeleton. these things could happened in game when engine demand such action to do on model

 3.1) If action is idle animations/taunt/celebrate varients, nothing would happened and character would stand in rest position instead
 3.2) If action is combat attack animation, it would never using varient entries that get ommision in skeleton and only using one that available for skeleton
 3.3) If death animation missing, game would crash before reaching main menu
 3.4) If command signal/chant/screeching animation missing, there would no sound that accompany those action and may not generate any effect in battle too
 3.5) Most of command-specific animation would generate ctd upon action if their animation entries get ommission/missing

4) Some animation entries still have no report on their role using by any sources, if anyone discover what they really are, please report


Extracting Animations and Skeletons

In Rome: Total War, skeletons and animations are packed. You can find the vanilla entries inside the data/animations folder:

Folder.png








The savest way to modify animations and skeletons is to copy all the .dat and .idx files into a locally created folder. This folder should have the name 'animations', as otherwise the extracting tool won't work as supposed.
You can ofcourse place this folder inside another one, such as the name of the mod you are working on.

When you pasted the files inside this animations folder, you can place the animations pack/unpack tools at the same location. You can find the tools here.

The next thing you need to do, is to extract the skeletons and animation files.

  • Run extract_animations.bat
  • Run extract_skeletons.bat

After the process is completed, you can see all skeletons, and a folder named 'data', containing all the animations:

Skeletons.png

















Now you have the files you can work with. The first thing you need to do is to convert the skeleton you want into a text file.
To achieve this, you need to run the RTWskeletonconverter.py, and select 'Skeleton to Text Converter'. Please note that you need Python 3.0 to run this file.


For Rome Remastered IWTE can be used to unpack/pack and edit animations and skeletons.