Animations - SekiroResurrection/modding-wiki GitHub Wiki

Table of contents


Setup

In order to access the animation files of Sekiro, two requirements must be met.

  1. Unpack the Sekiro .exe with UXM.
  2. Have DSAnimStudio installed.

Download UXM and DSAnimStudio in the Tools page.

Getting started

Once Sekiro has been unpacked, your Sekiro game folder should contain several other folders, like chr, cutscene, event, font, and more.

All the animation files for Sekiro are found in the chr folder.

Image of ANIBND files in Sekiro's CHR folder

We only care about the first file.

Opening and viewing animations

You can identify which character's animations you'll be viewing by checking it's ID in Characters.

When opening Sekiro animations - from any character - you are likely to find them T-posing instead.

This is because the Havok version used in Sekiro differs from past Souls games, thus, it cannot be read properly from the get-go, and must be downgraded to show up properly.

Downgrading character animations

To view Sekiro animatons, their file must be downgraded using DSAnimStudio's built-in downgrading function.

Open any character file you want and select the downgrading option in Tools.

Image of the ANIBND downgrading feature in DSAnimStudio

Important: Downgrading will create a new file, with the filetype .2010. This file should be ignored.

It will make it so the original file is now fully playable inside DSAnimStudio. Edit the original instead.

Downgrading main character animations

Important: To view Sekiro's — the main character — animations, you will need to downgrade every .anibnd file from c0000 to c0100. That's a total of 56 files.

To view all Sekiro animation IDs and what they are, visit the PC Animations page.

TAEs

Each character .anibnd file contains a .TAE file, which has animation entries, each with a timeline of events within them.

Image of the animation list in a TAE file

Important: While it's possible to create new animation entries, they cannot be invoked by modding due to Havok version support restrictions.

Blocks

The vast majority of TAE entries contain a timeline of events. These can be anything from camera changes, to SpEffects to hitboxes, and more.

Image of a timeline event block

Blocks can be stretched or compressed, repositioned, added or removed, and some can have their attributes edited within DSAnimStudio.

There are too many blocks to list, but some of the most important ones - and the ones you'll often see are:

Block name What it does
InvokeAttackBehavior[1] Defines hitboxes.
InvokeBulletBehavior[2] Invokes a bullet, which may be an effect or any sort of projectile.
AddSpEffect[67] Adds a SpEffect whose duration may or may not rely on how long the block is.
Blend[16] Found at the start of animations. Blends the ending frame of an animation with the start of another animation.
SetTurnSpeed[224] Sets the turn rate for the enemy while the block is active.
SetMovementMultiplier[760] Self-explanatory, although much of it is unknown. 01xC4 defines the forward movement multiplier.
SpawnOneShotFFX[96] Spawns a visual effect while the block is active.