Thread: [919, 742, 667, 633, 614] Animation dump

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  1. #1 [919, 742, 667, 633, 614] Animation dump 
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    Earlier today I was asked for an animation list for a higher revision. Seeing as no one seemingly has done this yet, I decided to do it myself.

    Note: The cache used in this dump is from here. It may contain miniscule modifications - I couldn't be arsed to find any clean cache among these dead links.

    What this is:
    A dump of animations that belong in a specific group. The way this is achieved is by iterating though all the animations that exist in the cache, then finding their base - the "skeleton" if you may, which tells the client how exactly to transform these animations. Because of that, the dump will link all animations correctly together. This dump comes with metadata for NPCs, Objects and Graphics. This was achieved by finding the "base animation set"(or as it is otherwise known, render animation) for NPCs, getting the animation ids there, and linking those animations with their respective groups. For objects and graphics, it simply links together the singular animation id value that can be found in their definitions.

    How it's useful:
    For NPCs, it is rather straightforward - you simply search for the NPC you need, and the dump will tell you all the animations that will work with the said NPC. It is up to you to find which animation is the one you need - at least you don't have to go through thousands of animations to find what you're missing.
    For objects - It is less useful. If you're trying to find an object on this list, it's only useful if the object has a stance animation, such as wheat. As long as there is a link between the object and one animation, you can then find all the other animations that will work with it. If there is no link, you need to figure out one on your own.
    For graphics: Not particularly useful. If there's a graphic that has multiple different colour variations for instance, it could be useful in finding those. Other than that, not really. I decided to include it nonetheless.
    Extra: Interfaces - There are certain interfaces that may benefit from this dump. One I found in OSRS as an example was a sailing interface. Basically, there were n number of sailing destinations, all achieved by sending a different animation on a specific interface component. If you can figure out one animation, you will immediately know all the animations using this dump.

    What this is not:
    This dump will not tell you exactly which animation is attack, defence, death, etc. It will also not correctly tell you information about objects which do not have a "stance" animation. It simply groups together animations and adds meta-data which we can gather from within the cache.

    Note: This dump is not particularly useful for finding player animations, as those all link to the same exact group. If you open the dump, you will notice a huge block of text in the very beginning, those are all player animations. There are thousands of them.

    Example:
    Code:
    Base: 278
    Linked animations: [362, 7068, 15349, 17323, 17324, 17330, 17341, 17342]
    Linked NPCs: Butterfly (153), Butterfly (154), Butterfly (155), Butterfly (156), Butterfly (157), Will o' the wisp (681), Butterfly (1280), Will o' the wisp (2266), Butterfly (4449), Butterfly (4450), Black warlock (5082), Snowy knight (5083), Sapphire glacialis (5084), Ruby harvest (5085), Will o' the wisp (14070), Will o' the wisp (15233), Red soporith moth (15755), Orange soporith moth (15756), Yellow soporith moth (15757), Green soporith moth (15758), Blue soporith moth (15759), Purple soporith moth (15760), Grey soporith moth (15761), Black soporith moth (15762), null (15763), null (15764), null (15765), null (15766), null (15767), null (15768), null (15769), null (15770)
    Linked graphics: 371, 3313, 3314, 3315, 3316, 3317, 3318, 3319, 3320, 3321, 3322, 3323, 3324, 3325, 3326, 3327, 3328, 3329, 3330, 3331, 3332, 3333, 3334, 3335, 3336, 3337, 3338, 3339, 3340, 3341, 3342, 3343, 3344
    Json data classes:
    Code:
    data class AnimationGroup(val animationIds: List<Int>, val graphicsIds: List<Int>, val npcIds: List<NamedElement>, val objectIds: List<NamedElement>)
    data class NamedElement(val name: String, val id: Int)
    
    Read the json into: 
    LinkedHashMap<Int, AnimationGroup>()
    Json format:
    Link to the 742 dump here

    Human readable format:
    Link to the 742 dump here
    Mirror 1
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    Edit: As per request, I've dumped this for the 614 revision as well. The cache used for that process can be found here.

    Json format:
    Link to the 614 dump here

    Human readable format:
    Link to the 614 dump here
    Mirror 1
    Mirror 2





    Edit 2: Dumped 633 as well. The cache used was this.

    Json format:
    Link to the 633 dump here

    Human readable format:
    Link to the 633 dump here
    Mirror 1
    Mirror 2





    Edit 3: RS3 dump. Read edit 5 for an improved dump of this.
    Note: The cache used to dump this is from early 2021, so it should be around revision 916(guesstimate). However, after having dump the information using that cache, it seems that anything after the release of the dragonkin laboratory uses some new animation system(don't quote me on this). The tool was unable to group together animations that came afterwards, as the "frameIds"(opcode 1 in sequence type) was nonexistent on any of those newer animations. If I can get some insight to what changed around then(or what I was doing wrong?), I may be able to dump the newer ones as well, however for now, the dump is only accurate up to the second half of 2018. It may contain animations after that date, but only if they were made on-top of the existing, older animation bases.

    Json format:
    Link to the RS3 dump here

    Human readable format:
    Link to the RS3 dump here
    Mirror 1
    Mirror 2






    Edit 4: 667 dump. Cache used in this dump can be found here.

    Json format:
    Link to the 667 dump here

    Human readable format:
    Link to the 667 dump here
    Mirror 1
    Mirror 2





    Edit 5: 919 dump. This time with all the animations, including the newer ones.
    Note: Some people are confused with the animation base 5018. There are a ton of NPCs with seemingly nothing in common in that one group. This is just NPCs which start off in the "sleep" mode, and because that is the only animation the cache has for them, that's the best link it can produce. If you can't spot the npc you're looking for in any other group besides 5018, look for unique NPCs near the same release date. So, for instance, if you're looking for Crassian Leviathan's animations, your best guess would be to look at the Ambassador. It is a unique NPCs with completely unique and new animations. Chances are, you'll find the leviathan somewhere near that animation group. (Look for groups near that id which have nothing linked besides the animations themselves!)

    Special thanks to Cjay for helping me with the newer cache decoders, and Fallore for providing me with a 919 cache.

    Json format:
    Link to the 919 dump here

    Human readable format:
    Link to the 919 dump here
    Mirror 1
    Mirror 2


    In addition to the programmatically-generated dumps above, you may find helpful animations from this document. I had nothing to do with the creation of this document, all credits go to the people who made it(authors visible at the top of the document). The document was compiled based on RS3 revision 860.
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  2. #2  
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    This is extremely useful, thank you again!
    [Today 01:29 AM] RSTrials: Nice 0.97 Win/Loss Ratio luke. That's pretty bad.
    [Today 01:30 AM] Luke132: Ok u fucking moron i forgot i could influence misc.random
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  3. #3  
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    Good stuff
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    Nice, someone will definietly use.
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  5. #5  
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    Great contribution
    Quote Originally Posted by Corey View Post
    Vouch for Benneh

    Worked with him for a month. He's professional and always on time with posts, always interested in how the server is doing and how he can can improve and help in any way.
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  6. #6  
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    Is there a way to go about finding animations that are used for chat heads, or is this impossible?

    As in, using a chat head to find the animations it can use.
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    Quote Originally Posted by GeneralReposti View Post
    Is there a way to go about finding animations that are used for chat heads, or is this impossible?

    As in, using a chat head to find the animations it can use.
    Yes, as long as you already know the animation ID of 1 of the head animations. The other head anim IDs will be the IDs that appear in the "Linked animations" that contains the ID you know.
    Project thread
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  8. #8  
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    Quote Originally Posted by clem585 View Post
    Yes, as long as you already know the animation ID of 1 of the head animations. The other head anim IDs will be the IDs that appear in the "Linked animations" that contains the ID you know.
    Sadly I don't
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  9. #9  
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    Quote Originally Posted by GeneralReposti View Post
    Is there a way to go about finding animations that are used for chat heads, or is this impossible?

    As in, using a chat head to find the animations it can use.
    Finding by the mesh is not possible within this release. I may(this is highly unlikely) see if there are ways to go about it through meshes sometime in the future. For now, this is all you get.
    If you're looking for player chat animations, it is rather simple.

    Code:
    Base: 2165
    Linked animations: [2601, 2602, 9742, 9743, 9744, 9745, 9746, 9747, 9748, 9749, 9750, 9751, 9752, 9753, 9757, 9758, 9759, 9760, 9761, 9762, 9763, 9764, 9765, 9766, 9767, 9768, 9769, 9770, 9771, 9772, 9773, 9774, 9775, 9776, 9777, 9778, 9779, 9780, 9781, 9782, 9783, 9784, 9785, 9786, 9787, 9788, 9789, 9790, 9791, 9792, 9793, 9802, 9803, 9804, 9806, 9807, 9808, 9809, 9810, 9811, 9812, 9813, 9814, 9827, 9828, 9829, 9830, 9831, 9832, 9833, 9834, 9835, 9836, 9837, 9838, 9839, 9840, 9841, 9842, 9843, 9844, 9845, 9846, 9847, 9848, 9849, 9850, 9851, 9852, 9853, 9854, 9877, 9878, 11009, 12287, 12411, 12554, 12648, 12649, 12650, 13656, 14004, 14005, 14006, 14007, 14079, 14701, 14702, 14704, 14705, 14706, 14707, 14708, 14709, 14710, 14711]
    If it's anything else, you're out of luck. May have a chance at finding it by looking up animations of the said creature and checking the animations near those on the dump. The dump is sort of in order with the release dates of the updates, so that is the best estimate you have for it.
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  10. #10  
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    As per request, I've dumped this for the 614 cache as well. The original post has been updated with links to it.
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