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Applying SWTOR animations to a skeleton
SWTOR's transition to 64bit last March 2023 involved a radical change in the way the animation information is stored. The files and their positions are the same, but their data lacks bone labelling, which means that our importer needs to be wholly rethought.
So, for the time being, we need to use the old SWTOR 32bit's animation files. You can grab them from here (select all folders, or at least the humanoid
one).
Don't replace the asset extraction's resources\anim
folder contents with them, as any new asset extraction (for example, after a Game Update with new locations and characters) would overwrite them, and we don't have any tool automating their use at the moment, anyway, so… Place them somewhere outside the resources
folder (next to it is OK).
We are still showing in this guide where those files are supposed to be. The subfoders structure is identical.
The animations are stored at SWTOR Slicers app's Output Folder\resources\anim
. Of the various folders there, it's the one named \humanoid
where we can find our player characters' animations (and humanoid NPCs'), with subfolders for each body type. The animation files use the .jba
extensión.
Of the animations stored there, the ones that don't seem to work at all (do you want to know what Luke et al. would look like if the trash compactor hadn't been stopped? 😅) are the ones prefixed with an "ad_". Everything else works quite OK, although there are a few animations that result in fairly noticeable distortion: elongated necks and limbs.
(If we are using the animations to find interesting poses, as if we were screencapturing a frame in a cinematic, it's easy to eliminate thsee distortions by resetting the bones' translations while keeping the rotations, and maybe readjusting things a little)
So, adding animations to our characters' skeletons is another of those couple-of-clicks-and-done things:
• We select the skeleton of the character we want to animate (or at least make sure it was the very last thing that was selected before deselecting everything). There's no need to switch to Pose Mode: this works in Object Mode, too. And it doesn't matter if we have several characters with skeletons: the animation will go to that selected or last-selected one.
• Then we use the .jba import to import an animation. It'll be assigned to that skeleton.
And that's it. We can move through any of the animation editors' timelines to watch the animation or look for interesting frames' poses.
Typically, the character will have turned 180º and will be looking away from the camera. That will play havok with any armor or hair bits that depend on game physics, so, they'll need some work to prevent that, by either having them rigidly follow the existing body bones or by adding our own or a cloth simulation.
There are animations for things like combat where there are files for each fighter: those animations include all their opposite to an fro movements, so, re-enacting fights is effortless.
Fellow Slicer Farlo tried the different animations per filename prefix, and this is what we have so far:
Prefix | Presumed type |
---|---|
ad_ |
Additive animation (to be blended with other animations to add a range of movement). Sadly, these almost always import badly, turning the characters into a puddle on the floor. |
am_ |
Ambient. |
anim_ |
Morph Target Library for animations? |
as_ |
Activation Sequence? Mounts, Holocalls, etc. |
cb_ |
Combat |
cc_ |
Character Creator |
cd_ |
Cutscene Dependent? Big moments, choreographed fights, etc. |
dg_ |
Damage |
dl_ |
Dialog-related Animations and Gestures |
em_ |
Emote. |
ev_ |
Evade. |
ex_ |
Executable/Extras? |
fp_ |
Force Power. |
humanoid_action |
Morph Targets for Actions. |
humanoid_loco |
Morph Targets for Movements. |
humanoid_no_aim_loco |
Morph Targets for Movements with no aim/head tracking? |
humanoid_overlay |
Morph Target Overlays for blending with others. |
humanoid_overlay…ad_face |
Facial Morph Targets for Character Moods. |
mas_ |
Movement Activation Sequence. |
mv_ |
Movement. |
mv_cb |
Combat Movement. |
po_ |
Pose. |
qa_test |
Basic Anims for the QA team to test with. |
rd_boss |
Raid Boss. |
sc_ |
Space Combat. |
si_ |
Scale Interaction (moving up and down cliff faces etc). |
We recommend giving the list of filenames a quick look to get an idea of how BioWare's naming scheme works. Normally, filtering them by descriptive search words such as, say, "crossed", "dance", "mount", "sit", etc., is quite effective for finding the ones we are looking for.
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- Home.
- State of Play May 2025
- Getting Help:
IMPORTING SWTOR MODELS INTO BLENDER: A BRIEF OVERVIEW.
Check this intro first. Afterwards, you can jump directly to the guides on extracting PCs, NPCs and others.
-
ExtracTOR (Windows app): extracts the game assets from SWTOR's files.
Download - Guides. -
Blender (Windows/macOS/Linux app): popular free, open source 3D app.
Download - Guides - Short videoguides -
.gr2 Import/Export Add-on for Blender: imports 3D models in SWTOR's .gr2 format.
Download .gr2 and ZG Add-ons - Guides. -
ZG SWTOR Tools Add-on for Blender: includes Character and Area Assemblers.
Download .gr2 and ZG Add-ons - Guides. -
SWTOR Terrain Extractor (Windows command line executable): pre-converts SWTOR's ground patches files to a format (.obj) readable by our tools:
Download - Guides.
(Older tools like Slicers GUI, Noesis, or EasyMYP, are no longer needed, supported, or compatible at all)
-
TORCommunity.com:
(warning: it runs VERY slowly)- SWTOR Database (with NPC Exporters).
- Character Designer.
READ THE BROAD STROKES FIRST: YOU'LL SEE IT'S EASIER THAN YOU THINK!
-
The steps:
- Extracting SWTOR's game assets with ExtracTOR (WIP).
-
Using TORCommunity's Character Designer to export Player Characters.
- IF ARMOR SELECTION SEARCH IS DOWN: workaround to manually specify Armor Sets.
- Using TORCommunity's NPCs Database to export Non Playable Characters.
- Using our Blender add-ons to auto-assemble the model.
- Rigging the character for posing and animation
- Applying SWTOR animations to the character.
-
Extra steps that require manual work and some knowledge of SWTOR's assets:
- Baking:
- Exporting to other apps:
- Exporting to VRChat.
- Exporting to Star Wars Battlefront II.
- Exporting to Unreal Engine.
- Exporting to Garry's Mod.
- Exporting to Tabletop Simulator.
- 3D Printing:
- Locating Player Characters' head assets through their Appearance Designer sliders data.
- Locating armor parts' assets.
- Locating weapons' assets.
- Assigning materials and textures to environmental and architectural elements, furniture, props, ships, vehicles and weapons.
- Assembling multi-part assets (Decorations, Rooms, etc).
- Generic guide to importing objects and assigning materials (Legacy Add-on-based. Needs updating).
- Snippets.
- Improving and customizing our SWTOR models and materials.
- Other Extracting Strategies (needs updating).
- SWTOR Materials recipes:
We have resumed modding tool development. Stay tuned for tools and tutorials.
- Alternative techniques:
- Modding SWTOR textures with Special K (USE CAUTION).
Basically, use Jedipedia.net's tools and check our Discord. We'll see about adding new material, but this is very involved stuff.
- File Formats:
(32-bit. Needs updating to 64-bit): - A look at SWTOR's Materials and Texture Files.