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Heroes Community > Heroes 5 - Modders Workshop > Thread: how to change animation
Thread: how to change animation
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted November 18, 2006 01:33 PM
Edited by radar at 13:35, 18 Nov 2006.

how to change animation

i have a little problem. is there possibility for changing creature animations? when modded creature (without 'caster' ability in original H5) cast a spell, its stupidly standing without any move. some of them has animation like that, for example liches and priests. i wish to change titan's special ability anmiation to spell casting animation. is it possible? and another question: can i change creatures' names? (f. e. squire to knight)

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted November 18, 2006 07:05 PM

Changing creature names is really easy: You'll have to access the Texts.pak folder, and then go to the Text folder and then to the Game folder - or to show the path:

Heroes Of Might and Magic V > Data > Texts > Text > Game

In this folder, you'll find several folders of relevance - for instance, the 'Creatures' folder will contain the files with text for the description of each creature. Also, the 'Towns' folder will contain the files for the descriptions of the Dwellings, which you might also want to change to provide the correct names.
______

About changing the animations, that's probably much more difficult. I don't know anything about those things, but my guess is, you'll have to be a pro, or very skilled, to work with those things.

____________
What will happen now?

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 25, 2006 05:51 PM

The creatures' entry points are the .xdb files in the
/GameMechanics/Creature/Creatures/
folders, sorted by faction.
That's the file you modded if you added spells to a creature already.

For example:
/GameMechanics/Creature/Creatures/Academy/Arch_Magi.xdb
There, you can follow the links to the CreatureVisual through the  <Visual> element toward the end of the file. That should lead you to
/GameMechanics/CreatureVisual/Creatures/Academy/Arch_Magi.xdb

Then, the <AnimCharacter> tag will take you to the character animations, somewhere like
/Characters/Creatures/Academy/ArchMagi.(Character).xdb

For the battlefield animation like casting, refer to the <ArenaAnimSet> file:
/_(AnimSet)/Creatures/Academy/ArchMagi-arena.(AnimSet).xdb

There, you have the list of available animations for that creature. Each animation has a <Kind>, which is a keyword telling the game when to trigger it: cast, death, hit, idle00, move, attack00...
Obviously, you want to add a "cast" animation to your creature.

Now, all that was easy, now it gets more tricky:
- if you want to use an existing animation, everything is fine, just point to that file
- otherwise, you have to make your animation, and I can't help you more there. You'll have to add the resource in the /bin/animations/ folder and create the .xdb reference for it. Something like:
/_(AnimSet)/Creatures/Academy/ArchMagi-arena-cast.xdb


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dire
dire

Tavern Dweller
posted July 03, 2021 11:30 AM

Problems with casting animations for expansion units

Even if the animset is extracted from the data.pak file, the animset.xdb file of the expansion pack units cannot be found. It doesn't seem to exist except for the Inferno 3rd units. Is there a way for me to edit the animation of the expansion units?

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