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Animations

Concept Details
Tools Vercingetorix's xidx packer (Windows/MacOS/Linux)

Used to extract/pack the animation pack data.

  1. Place the xidx.exe, extract_animations.bat and pack_animations.bat in Data\data\animations.
  2. Run the extract_animations.bat to unpack the pack.dat file and generate the ‘data’ folder containing the .cas file animations.
  3. After making edits to the .cas files run the pack_animations.bat file to repack the animations as a new pack.dat file.


CAS Exporter

Allows import/export of animation .cas files for use in 3D software.

  1. Obtain Model from data

    .\casconv -i ..\pathtodata\models\roman_peasant.cas -o roman_peasant.fbx -f fbx

  2. Apply a pack animation

    .\casconv -i roman_peasant.cas -o roman_peasant_run.fbx -f fbx --animation LID_04 Run Loop.cas

    - import to 3D software

  3. Export animation as .cas

    .\casconv -i roman_peasant-run.fbx --export-animation-only -o lidrun.cas -f cas

    - Run pack_animation.bat


Skelconverter.py
After packing the animations with the ‘idx extractor/packer made by Vercingetorix’ you will need to use the skelconverter.py to convert the skeletons.dat and skeletons idx to a compatible format for Total War: Rome Remastered. skelconverter.py can be run in the command line or IDLE editor. The script requires Python to run.

  1. Once skelconverter.py is started you will be asked for the path to the file you want to convert (this is relative to the location of the python script, best to place in the same directory as skeleton.dat).
  2. The skeleton.dat or skeleton.idx can be provided, the other file will automatically be picked up.
  3. The animations will be converted and a ‘skeletons_new.dat’ and ‘skeletons_new.idx’ will be generated.
  4. These files can then be renamed to ‘skeletons.dat’ and ‘skeletons.idx’ and placed in the relevant folder.
File Path Information The original packed animation files can be found in Data\data\animations.

Ferals additional animations can be found in Data\data\animations\extra.
Skeleton Details For Human units there are 2 different types of skeleton structures.

  • Normal skeleton
  • Slinger skeleton (in descr.txt files this is reference to as fs_slinger_new)
Both skeletons are pretty much the same, however the slinger has an extra bone parented under the “rbone_hand”.

The bone hierarchy must not change! The game expects the bones to be listed in a specific order. Slinger ONLY!

There should be NO translation keyframes on any bone except for bone_pelvis.

For Animal units there are 4 different types of skeleton structures:
  • Wardog skeleton
  • Elephant skeleton
  • Horse skeleton
  • Pig skeleton

Again there should be NO translation keyframes on any bone except for bone_pelvis.

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Bone Hierarchy Example for human units

Bone Hierarchy Image
Rules There are a number of rules that MUST be adhered to in order for animations to export and appear correctly in game:

  • The first keyframe of an animation must be on frame 1.
  • The final keyframe of an animation must be on an odd number of frames meaning the animation length is a multiple of 1/10th of a second.
  • The Scene_Root bone should never have any keyframes across any skeletons.
  • Across all bones (excluding bone_Pelvis) the only values that should contain animation should be the XYZ rotation values
  • Note that all animations should run at 20 fps.
Text Files Animation linkages for the original animation files can be found in descr_skeleton.txt.

Animation linkages for files found in the Data\data\animations\extra folder can be found in the descr_skeleton_feral_overrides.txt