Avatar Naming Schemes

Creature animations are stored in BAM files. There are usually a series of BAM files for each animation, e.g. an attacking animation, a walking animation. The way in which these animations are split across the sequences in BAM files, and across BAM files themselves, depends on which animation scheme the creature animation uses. The EE games have externalised many properties of creature animations to PST-style ini files.

There are several creature animation schemes. The list below is presented as a rough guide.


IWD style

One optional weapon letter for weapon overlays

Actions:

Convention:

[Animation ID][(optional) Single-letter weapon ID][Sequence ID][(optional) E for +180 - +360 degrees]

Example: The armored skeleton animation MSKAAGU.BAM (battle axe, Get Up), MSKAMA1.BAM (morning star, attack-slash).

Additional notes

More information is available by examining the animation slot used in IWD.

The first character of the slot indicates whether the monster has layered weapons or not. Possible values:

The second and third characters are arbitrary designations ranging from 0-F. The second conventionally is class and the third species. In Icewind Dale, 'class' was broken down into relative size of the creature, or whether the creature was undead.

The fourth character is comprised of a bitfield which defines the types of attacks the animation contains. All animations have attack 1, and the bits indicate whether additional animations are available eith one bit each for attack 2, attack 3, ranged attack (attack 4), and spell casting:

Hex Bitfield Description
0 0000 Attack 1
1 0001 Attack 1, spell casting
2 0010 Attack 1, ranged
3 0011 Attack 1, ranged, spell casting
4 0100 Attack 1, Attack 3
5 0101 Attack 1, Attack 3, spell casting
6 0110 Attack 1, Attack 3, ranged
7 0111 Attack 1, Attack 3, ranged, spell casting
8 1000 Attack 1, Attack 2
9 1001 Attack 1, Attack 2, spell casting
A 1010 Attack 1, Attack 2, ranged
B 1011 Attack 1, Attack 2, ranged, spell casting
C 1100 Attack 1, Attack 2, Attack 3
D 1101 Attack 1, Attack 2, Attack 3, spell casting
E 1110 Attack 1, Attack 2, Attack 3, ranged
F 1111 Attack 1, Attack 2, Attack 3, ranged, spell casting

Some examples:


BG1 character style

These animations have [E] files for eastern orientations. There are only 8 orientations of which 5 are in the first file, 3 are in the second file. Both files have the full 8 orientation slots, but only 5/3 are useful.

Convention:

[Animation ID][(optional) Single-letter weapon ID]Gn[(optional) E for +180 - +360 degrees]

Example: The sirine animation MSIRG1.BAM (unarmed/creature, "left" animation), MSIRBG1E.BAM (bow, "right" animation).


BG1 monster style

These have no secondary files for mirrors. There are 9 orientations for each action, the 7 eastern orientations are generated. All animations are 'G<number>'

Actions:

Convention:

[AnimationID]Gn[(optional) Digit)][(optional) Two-letter weapon ID]

Example: The rakshasa animation MRAKG2.BAM (unarmed/creature), MRAKG2CB.BAM (crossbow).

There are also minor sub-types for birds/cow/carrion crawler/dragons etc.


PST style

Similar to the IWD style, there is a separate file for each action.

Actions:

Some animations are missing SC sequences, these animations look relaxed even in combat (e.g. Morte). Some animations are missing SD sequences, these animations seem always agitated (e.g. Nupperibo). Some animations have special cycles (e.g. Fidgets).

Convention:

[C/D][Action][Prefix][B]


BG2/IWD style

These animations have no [E] files for eastern orientations. There are 9 orientations for each action, the 7 eastern orientations are generated by code. Melee animations are 'A<number>', CA-cast, 'SX'-xbow shot, 'SS'-sling, 'SA'-bow. Weapon overlays are in separate files.

Convention:

[C/D][Animation ID] xxxx


Character

Character animation BAMS use a standard naming system. Each BAM is given an 7 character filename, corresponding to the contents of the BAM. This system is described below.

Character 1 Character 2 Character 3 Character 4 Character 5 Character 6 Character 7
Irrelevant Race Gender Class Armor Action Detail
  D: Dwarf/Gnome
H: Human
E: (Half) Elf
I: Halfling
O : Half-Orc
F: Female
M: Male
C: Cleric
F: Fighter/Ranger/Paladin
M: Monk
T: Thief/Bard
W: Mage
B: ?
1: None
2: Leather
3: Robe
4: Platemail/Mail
A: Attack
C: Cast
G: Misc.
S: Shooting
W: Walking
Char 6 = A
1: 1-handed overhead
2: 2-handed overhead
3: 1-handed backslash
4: 2-handed backslash
5: 1-handed thrust
6: 2-handed thrust
Char 6 = S
<empty> = bow
x: crossbow

If there is an E in the end of the file, it means that it's the missing part of the file without an E.

Example: CIMT1CA:

Male halfling with no armor is casting a spell.

Example: CHMF4A5:

Male human fighter with plate male attacking with a dagger

Weapon

Weapon animations are named in the following format: WxsAAnn

W = All weapons animations begin with W
x = Unknown, player or monster?
s = Size (S = small, M = Medium, L = Large, H = Huge)
AA = Item name (as in the itm header animation field)
nn = Action (as sequence field, above)

PLT Files

The paperdoll image (PLT file) for an animation is named after the animation name (anisnd.ids), a number representing the armor state, then 'inv', hence mber1inv for a bear paperdoll.