Difference between revisions of "Rome: Total War's Animation Modification"
(added Feral's list of the anims for Rome Remastered) |
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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== | ==Rome Remastered Animation List== | ||
− | For '''Rome Remastered''' there are 300 possible animations, the internal names of these as supplied by Feral are listed below: | + | 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 | 1 ANIM_STAND_IDLE | ||
2 ANIM_IDLE_1_SHORT | 2 ANIM_IDLE_1_SHORT | ||
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299 ANIM_BERSERKER_SWING_ATTACK_LEFT | 299 ANIM_BERSERKER_SWING_ATTACK_LEFT | ||
300 ANIM_BERSERKER_SWING_ATTACK_RIGHT | 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== | ==Rome Total War Animation List== | ||
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== <big><big>'''Extracting Animations and 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> | [[File:Folder.png|650px|left]]<br><br><br><br><br><br><br> | ||
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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> | 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> | 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:
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:
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.