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Rome: Total War's Animation Modification

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Revision as of 02:25, 26 March 2021 by Dagovax (talk | contribs)
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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:

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.

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