Animation Naming conventions

Technicalities

A critter consists of many FRM files. The engine does not store most critter art as direct paths in PRO or MAP data; it builds paths from an art FID, the base name in art\critters\critters.lst, the animation code, the weapon animation code, and sometimes a directional suffix.

For example, a base name such as hmjmps can become hmjmpsaa.frm for stand/no-weapon art. Directional knockdown/death art can become hmjmpsba.fr0, hmjmpsba.fr1, and so on. See LST File Format and FID Resolution for the packed FID fields, critter alias metadata, and exact filename construction rules.

Basically, there are 2 different types of this format, each of them with unique extension:

Each of the frm/fr0-fr5 files represents a kind of animation. Name of the frm files designate the type of animation, as shown below.

Note: in Fallout 2 CE, most non-death critter animations are forced to the normal .frm path. Directional .fr0-.fr5 lookup is mainly used for the knockdown/death animation range, with fallback behavior if the requested direction is missing.

Basic Animations

AnimationFilename suffix
stand*aa.frm
walk*ab.frm
magic_hands_ground*ak.frm
magic_hands_middle*al.frm
dodge_anim*an.frm
hit_from_front*ao.frm
hit_from_back*ap.frm
throw_punch*aq.frm
kick_leg*ar.frm
throw_anim*as.frm
running*at.frm

Knockdown and Death

AnimationFilename suffix
fall_back*ba.frm
fall_front*bb.frm
big_hole*bd.frm
chunks_of_flesh*bf.frm
dancing_autofire*bg.frm
electrify*bh.frm
sliced_in_half*bi.frm
burned_to_nothing*bj.frm
electrified_to_nothing*bk.frm
exploded_to_nothing*bl.frm
melted_to_nothing*bm.frm
fire_dance*bn.frm
fall_back_blood*bo.frm
fall_front_blood*bp.frm

Change Positions

AnimationFilename suffix
prone_to_standing*ch.frm
back_to_standing*cj.frm

Single-Frame Death Animations

The last frame of knockdown and death animations.

AnimationFilename suffix
fall_back_sf*ra.frm
fall_front_sf*rb.frm
big_hole_sf*rd.frm
chunks_of_flesh_sf*rf.frm
dancing_autofire_sf*rg.frm
electrify_sf*rh.frm
sliced_in_half_sf*ri.frm
burned_to_nothing_sf*rj.frm
electrified_to_nothing_sf*rk.frm
exploded_to_nothing_sf*rl.frm
melted_to_nothing_sf*rm.frm
fire_dance_sf*rn.frm
fall_back_blood_sf*ro.frm
fall_front_blood_sf*rp.frm
targeting picture*na.frm

History

2020-01-16 - Updated information and moved from readme.txt to html.

2007-07-22 - Written by Lisac2k.