< [Documentation](../Readme.md) / [Modding](Readme.md) / Animation Format VCMI allows overriding HoMM3 .def files with .json replacement. Compared to .def this format allows: - Overriding individual frames from json file (e.g. icons) - Modern graphics formats (targa, png - all formats supported by VCMI image loader) - Does not requires any special tools - all you need is text editor and images. # Format description ``` javascript { // Base path of all images in animation. Optional. // Can be used to avoid using long path to images "basepath" : "path/to/images/directory/", // List of sequiences / groups in animation // This will replace original group with specified list of files // even if original animation is longer "sequences" : [ { // Index of group, zero-based "group" : 1, // List of files in this group "frames" : [ "frame1.png", "frame2.png" ... ] }, ... ], // Allow overriding individual frames in file "images" : [ { // Group of this image. Optional, default = 0 "group" : 0, // Imdex of the image in group "frame" : 0, // Filename for this frame "file" : "filename.png" }. ... ] } ``` # Creature animation groups Animation for creatures consist from multiple groups, with each group representing one specific animation. VCMI uses groups as follows: **Basic animations** - [0] Movement: Used for creature movement - [1] Mouse over: Used for random idle movements and when mouse is moved on the creature - [2] Idle: Basic animation that plays continuously when stack is not acting - [3] Hitted: Animation that plays whenever stack is hit - [4] Defence: Alternative animation that plays when stack is defending and was hit in melee - [5] Death: Animation that plays when stack dies - [6] Death (ranged): Alternative animation, plays when stack is killed by ranged attack **Rotation animations** - [7] Turn left: Animation for rotating stack, only contains first part of animation, with stack turning towards viewer - [8] Turn right: Second part of animation for rotating stack - [9] (unused in vcmi, present in H3 files) - [10] (unused in vcmi, present in H3 files) **Melee attack animations** - [11] Attack (up): Attacking animation, stack facing upwards - [12] Attack (front): Attacking animation, stack facing front - [13] Attack (down): Attacking animation, stack facing downwards **Ranged attack animations** - [14] Shooting (up): Ranged attack animation, stack facing upwards - [15] Shooting (front): Ranged attack animation, stack facing front - [16] Shooting (down): Ranged attack animation, stack facing downwards **Special animations** - [17] Special (up): Special animation, used if dedicated cast or group attack animations were not found - [18] Special (front): Special animation, used if dedicated cast or group attack animations were not found - [19] Special (down): Special animation, used if dedicated cast or group attack animations were not found **Additional H3 animations** - [20] Movement start: Animation that plays before movement animation starts. - [21] Movement end: Animation that plays after movement animation ends. **Additional VCMI animations** - [22] Dead: Animation that plays when creature is dead. If not present, will consist from last frame from "Death" group - [23] Dead (ranged): Animation that plays when creature is dead after ranged attack. If not present, will consist from last frame from "Death (ranged)" group - [24] Resurrection: Animation that plays when creature is resurrected. If not present, will consist from reversed version of "Death" animation **Spellcasting animations** - [30] Cast (up): Used when creature casts spell facing upwards - [31] Cast (front): Used when creature casts spell facing front - [32] Cast (down): Used when creature casts spell facing downwards **Group attack animations** - [40] Group Attack (up): Used when creature attacks multiple target, with primary target facing up (Dragon Breath attack, or creatures like Hydra) - [41] Group Attack (front): Used when creature attacks multiple target, with primary target facing front (Dragon Breath attack, or creatures like Hydra) - [42] Group Attack (down): Used when creature attacks multiple target, with primary target facing downwards (Dragon Breath attack, or creatures like Hydra)