Okay, I sent Sam all the animations remaining... there were a bunch.
Not sure if this will help or not, but here is some of my research that I came across regarding animations and their slot mapping. Most of this is known, some is not available in the
IESDP:
animation_naming.txt 1.02K
205 downloads
Actions:
GU - Get up (switches to the SC/SD sequence)
SD - Stand
SC - Stance (ready for attack)
GH - Get hit (switches to the SC/DE sequence)
DE - Die (switches to the TW sequence)
TW - Twitch (dead, still images most of the time). Played till the last frame, then freezes.
SP - Spell (After an arbitary number of loops, switches to
CA)
CA - Cast (Ending sequence of spell casting) (switches to SC/SD)
SL - Sleep. Played till the last frame then freezes (May switch to the GU sequence).
WK - Walk
A1 - Attack
A2 - Attack
A4 - Attack
'
PST animation style'
Similar to the
IWD style, there is a separate file for each action.
Actions:
AT1 = Attack
AT2 = Attack, etc.
C2S = Combat to stand (put weapons away)
C2C = Stand to comabt (draw weapons)
CF1 = Random Standing thing (Combat)
DFB = Die (sleep)
HIT = Could it be hit?
RUN = Run
WLK = Walk
TK1 = Talk
TK2 = Talk, etc.
STC = Stand in Combat
STD = Stand in Peace
SF1 = Random standing thing (peace)
GUP = Get up
SP1 = Spell casting
SP2 = Spell casting
Oldest_slot_mapping.txt 1.43K
198 downloads
BG1 and BGII carryovers:
ie: wolf, harlot, tasloi
Format: G1, G1E, G2, G2E only
48 sequences, varying frame count.
G1:
seq 0 - 4: 10 frames walking
seq 5, 6, 7: 5 frames static frame (walk or death)
seq 8 - 12: 60 frames standing duplicated frames
seq 13, 14, 15: 1 frame static
seq 16 - 20: 62 frames standing duplicated frames
seq 21, 22, 23: 1 frame static
seq 24 - 28: 7 frames hit (3 frames duplicated)
seq 29, 30, 31: 3 frames static
seq 32 - 36: 7 frames knocked down... missing ground
seq 37, 38, 39: 3 frames static walk in NPRO
seq 40 - 44: 2 frames death twitch
seq 45, 46, 47: 1 frame static walk in NPRO
G1E:
seq 0 - 4: empty
seq 5 - 7: 10 frames walking east
seq 8 - 12: empty
seq 13 - 15: 59 frames standing east
seq 16 - 20: empty
seq 21 - 23: 61 frames standing east
seq 24 - 28: 2 frames that crash static
seq 29 - 31: 7 frames hit same as above
seq 32 - 36: empty
seq 37 - 39: 7 frames knocked down...east
seq 40 - 44: empty
seq 45 - 47: 2 frames death twitch east
I ended up with bad color problems even though
there appears to be nothing wrong with the bams
15 total sequences below
G2:
seq 0 - 4: 12 frames attack duplication
seq 5 - 7: 6 frames static stand weapon ready
seq 8 - 12: 11 frames 2nd attack type
seq 13- 15: 5 frames static stand weapon ready
G2E:
seq 0 - 4: empty
seq 5 - 7: 12 frames attack duplication
seq 8 - 12: empty
seq 13- 15: 11 frames 2nd attack type east
G1_G26_slot_mapping.txt 3.3K
198 downloads
BG1 and BGII animation map:
ie: Bhodi, Irenicus, Hula Wizard
Format: G1,G2,G11-G15, G21-G26
G1: standing battle ready
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames all 9 West orientations
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames blank
G2: attack
seq 0 - 8 : 16 frames all 9 West orientations
seq 9 - 26 : 14 frames blank
seq 27 - 35: 14 frames all 9 West orientations
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank
G11: walking or running
seq 0 - 8 : 10 frames all 9 West orientations
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames blank
G12: standing relaxed
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames all 9 West orientations
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames blank
G13: getting hit (short frames)
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames (4) repeating
seq 36 - 44: 20 frames total, last 15 blank
seq 45 - 53: 10 frames blank
G14: killed/falling down
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames (4) repeating
seq 36 - 44: 20 frames all 9 west orientations
seq 45 - 53: 10 frames dead body
G15: corpse
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames dead body
G21: 2nd attack (alternate)
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames all 9 West orientations
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames blank
seq 45 - 53: 93 frames blank
seq 54 - 62: 10 frames blank
G22: 3rd attack (alternate)
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames all 9 West orientations
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames all 9 West orientations
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank
G23: 1st attack (G2)
seq 0 - 8 : 14 frames all 9 West orientations
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames all 9 West orientations
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank
G24: 3rd attack (G22)
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames all 9 West orientations
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames all 9 West orientations
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank
G25: Conjure/casting
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames repeating 14 frames
seq 54 - 62: 10 frames blank
G26: Conjure/spell release
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames all 9 West orientations
Cuv