Introduction to Animations
AM10 is an editor for the animlist.bin file, the file used to select the movements done by the players during the game. The file is archived in the motion.big archive located in the folder “data\cmn\be” subfolder.
Before you start it is recommended that you make a backup copy of the motion. big file so you can restore it if the game crashes as a consequence of your editing.
When you open the file you will see a list of all the animations present. Each animation is identified by a unique number and a name. The name is assigned by EA and is (partially) self explaining.
In order to edit the file it is necessary to understand some basic concepts:
If the animation id is >= 4038 it is a collection. A collection can be a collection of movements or a collection of other collections. When the FIFA executable makes a reference to a collection, it will select one movement belonging to the collection itself.
Each movement defines another animation (movement or collection) that must be used after that the movement is complete. The sequence of a movement cannot currently be modified. Collections do not have a sequence.
Each animation may be linked in one (and only one) list of equivalent animations. EA used equivalence lists only for movements while collections do not have equivalences, btw the data structure would allow to have an equivalence list also for collections. It is supposed that FIFA 10 will select randomly The rule used by FIFA 10 to select the specific movement from a list of equivalent movement is supposed to be random, sometime it selects the animation randomly but in other cases it seems to select always a specific animation. Therefore the effect to put more animations in the same equivalence list is unpredictable and must be figured out playing the game.
The FIFA executable contains the names of several animations but not all. It is likely that an animation appearing in the FIFA executable is used in the game, while another that does not appear is unused. This statement is not always true because the executable could also create a reference to an animation creating its name dynamically at runtime and therefore the animation does not appear in the executable but is used anyway. By the way it is a useful indication to know if the name of the animation appears in the FIFA executable or not. This is done coloring the name:
- Green if the animation is directly referred by the FIFA executable.
- Red if the animation is collected by a collection directly referred by the FIFA executable.
- Blue if the animation is equivalent to another animation directly referred by the FIFA executable.
- Black if the animation is not referred by the FIFA executable.
You can filter a subset of animations specifying a string that must be present in the animation name. For example type “BIKE” and click the filter button and you will list all the animations having the term “BIKE” in their name.
On the right you can see the sequenced animation, the equivalence list and the information about who is collecting and who is collected by the current animation.
In this page you can change the equivalence lists. Select an animation with the top right box and its equivalence list will be shown (it will contain also the animation itself). Then you can add and remove animations to the equivalence list using the blue arrow buttons.
In this page you can change the collections. Select a collection with the top right box and its collected animations will be shown. Then you can add and remove animations to the collection using the blue arrow buttons.
Some examples may help to “decrypt” the naming convention used by EA:
- 9SP means speed 9, it is the speed at which the player is moving and can assume values from 0SP to 9SP
- SLIDING_TRAP is the description of the action
- 45R means 45 degrees to the right and is the direction of the action (if an L is used instead of R it means Left)
- 3SP means speed 3
- JUMP_HEADER_SHOT is the description of the action
- L means Low (H instead means High, M means Medium, G means Ground) and is the height of the ball
- 45 means 45 degrees and is the direction of the shot
- 0SP means speed 0
- BIKE_SHOT is the description of the action
- R_FOOT specify to use the right foot for kicking
- H means High and is the height of the ball
- 90 means 90 degrees and is the direction of the shot
STAND is equivalent to 0SP
CHEST_TRAP_TIGHT is the description of the action
H means Low and is the height of the ball
135L means 135 degrees to the left and is the direction of the action
Many collections names include the term "COMP", they are collections of similar movements that differ for a parameter, very often it is the height of the ball (could be High Low Medium or Ground) or the distance of the ball (could be FAR or CLOSE) or something else.
Other collections names include the term "CP", they are collections of similar collections that differ for the direction.