Difference between revisions of "Rome: Total War's Animation Modification"
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− | <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| | + | [[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. | ||
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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 | + | 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> | ||
+ | |||
+ | 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> | ||
[[Category:RTW Skins, Models & Animations]] | [[Category:RTW Skins, Models & Animations]] |
Revision as of 02:24, 26 March 2021
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.
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.
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.