< Documentation / Modding / 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
{
    // 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
 
- 10
 
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)