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Animations

Animations in Gothic II are played using Daedalus engine functions. They are divided into several categories based on naming conventions and usage patterns.

Naming conventions

PrefixTypeDescription
T_TransitionTransition animation — a one-shot transition between two states (e.g., standing → sitting).
S_StateState animation — a looping animation for an ongoing state (e.g., eating, lying down).
R_RandomRandom animation — played randomly as an idle (e.g., head scratching, shifting weight).

Animation playback functions

FunctionDescription
AI_PlayAni(self, "NAME")Plays an animation once. The NPC must be in the appropriate base state.
AI_PlayAniBS(self, "NAME", BS_STATE)Plays an animation and changes the NPC's body state (e.g., BS_SIT, BS_LIE).
Mdl_ApplyOverlayMds(self, "FILE.MDS")Applies an animation overlay — changes the NPC's animation set (e.g., walk, posture).
Mdl_RemoveOverlayMds(self, "FILE.MDS")Removes an applied overlay.
Mdl_ApplyOverlayMdsTimed(self, "FILE.MDS", time)Applies an overlay for a specified duration (ms).
Mdl_ApplyRandomAni(self, "BASE", "RANDOM")Registers a random animation to play during a given base state.
Mdl_ApplyRandomAniFreq(self, "BASE", freq)Sets the frequency (in seconds) for random animation playback.
Mdl_StartFaceAni(self, "NAME", intensity, time)Plays a facial animation (expression). Time -1 = infinite.

Body States

The AI_PlayAniBS function requires a body state parameter:

ConstantDescription
BS_STANDStanding
BS_SITSitting
BS_LIELying down
BS_UNCONSCIOUSUnconscious
BS_ITEMINTERACTItem interaction (eating, drinking)
BS_MOBINTERACT_INTERRUPTMob interaction interrupt

MDS Overlays

Overlays change an NPC's animation set — they affect walking, posture, and behavior. Applied via Mdl_ApplyOverlayMds in NPC definitions.

Personality overlays

MDS FileDescriptionUsed For
Humans_Relaxed.mdsRelaxed posture, casual walkBandits, mercenaries, pirates, villagers
Humans_Militia.mdsMilitary posture, confident walkPaladins, militia, guards, fighters
Humans_Mage.mdsMage posture, slow walkFire mages (KDF), water mages (KDW), dementors, novices
Humans_Arrogance.mdsArrogant postureNobles, merchants, some bandits (Raven, Bullco)
Humans_Tired.mdsExhausted posture, slouched walkPrisoners, workers, some villagers
Humans_Babe.mdsFemale walk and postureFemale NPCs (citizens, prostitutes)

Movement overlays

MDS FileDescriptionApplication Method
HUMANS_FLEE.MDSFrightened run (fleeing)Mdl_ApplyOverlayMds / Mdl_RemoveOverlayMds
HUMANS_SPRINT.MDSSprint (temporary speed boost)Mdl_ApplyOverlayMdsTimed (with timeout)

Skeleton overlays

MDS FileDescription
humans_skeleton.mdsBase overlay for skeletons
humans_skeleton_fly.mdsFlying skeleton mage
humans_1hST1.mdsFighting style: one-handed sword
humans_2hST2.mdsFighting style: two-handed weapon
humans_BowT1.mdsFighting style: bow
humans_CBowT1.mdsFighting style: crossbow

Monster overlays

MDS FileDescription
Golem_Firegolem.mdsFire golem (overlay on base golem)
Golem_Icegolem.mdsIce golem (overlay on base golem)
Firewaran.mdsFire waran (overlay on base waran)
Orcbiter.mdsOrc biter (overlay on base scavenger)

Base visual models (Mdl_SetVisual)

Every NPC or monster has an assigned base .mds file defining its model and animation set.

Humans

MDS FileDescription
HUMANS.MDSAll human NPCs and the player character

Monsters

MDS FileCreature
Alligator.mdsAlligator
Blattcrawler.mdsLeaf crawler
Bloodfly.mdsBloodfly
Crawler.mdsMinecrawler, Minecrawler Warrior
Demon.mdsDemon, Demon Lord
Draconian.mdsDraconian
Dragon.mdsAll dragons (Fire, Ice, Rock, Swamp, Undead)
DragonSnapper.mdsDragon Snapper
FireShadow.mdsFire Shadowbeast
Giant_Bug.mdsGiant Bug
Giant_Rat.mdsGiant Rat, Giant Desert Rat
Gobbo.mdsGoblin (Green, Black, Skeleton, Warrior)
Golem.mdsStone Golem (base)
Harpie.mdsHarpy
Irrlicht.mdsWisp
Keiler.mdsBoar
Lurker.mdsLurker
Meatbug.mdsMeatbug
Molerat.mdsMolerat
Orc.mdsOrc Elite, Orc Shaman, Orc Warrior, Undead Orc
Razor.mdsRazor
Scavenger.mdsScavenger
ScavengerGL.mdsScavenger Demon
Shadow.mdsShadowbeast, Shadowbeast Skeleton, Bloodhound
Sheep.mdsSheep, Ram
Snapper.mdsSnapper
StoneGuardian.mdsStone Guardian
StonePuma.mdsStone Puma
SwampDrone.mdsSwamp Drone
SwampGolem.mdsSwamp Golem
Swamprat.mdsSwamp Rat
Swampshark.mdsSwampshark
SwampZombie.mdsSwamp Zombie
Swarm.mdsSwarm
Troll.mdsTroll, Black Troll
Waran.mdsWaran (base)
Wolf.mdsWolf, Warg, Ice Wolf
Zombie.mdsZombie, Mud creature

Transition animations (T_)

One-shot animations that play a transition between two NPC states.

Guard positions

AnimationDescription
T_STAND_2_HGUARDStanding → guard pose (hands on hips)
T_HGUARD_2_STANDGuard pose → standing
T_HGUARD_LOOKAROUNDLooking around in guard pose
T_STAND_2_LGUARDStanding → arms crossed
T_LGUARD_2_STANDArms crossed → standing
T_LGUARD_SCRATCHScratching (arms-crossed idle)
T_LGUARD_STRETCHStretching (arms-crossed idle)
T_LGUARD_CHANGELEGShifting weight (arms-crossed idle)

Sitting

AnimationDescription
T_STAND_2_SITStanding → sitting on the ground
T_SIT_2_STANDSitting on the ground → standing
T_STAND_2_GUARDSLEEPStanding → guard-sleep sitting pose
T_GUARDSLEEP_2_STANDGuard-sleep → standing

Prayer

AnimationDescription
T_STAND_2_PRAYStanding → kneeling/praying
T_PRAY_2_STANDPraying → standing
T_PRAY_RANDOMRandom prayer animation (kneeling idle)

Sleeping

AnimationDescription
T_STAND_2_SLEEPStanding → lying down (monsters)
T_SLEEP_2_STANDLying down → standing (monsters)
T_REST_2_STANDResting → standing (dragons)

Eating / drinking / smoking

AnimationDescription
T_STAND_2_EATStanding → eating from the ground (monsters)
T_EAT_2_STANDEating from the ground → standing (monsters)
T_FOOD_RANDOM_1Eating small food (apple) — variant 1
T_FOOD_RANDOM_2Eating small food (apple) — variant 2
T_FOODHUGE_RANDOM_1Eating large food (cheese)
T_MEAT_RANDOM_1Eating meat (bacon, mutton)
T_POTION_RANDOM_1Drinking — variant 1
T_POTION_RANDOM_2Drinking — variant 2
T_POTION_RANDOM_3Drinking — variant 3
T_JOINT_RANDOM_1Smoking a joint

Dance

AnimationDescription
T_DANCE_01Dance style 1
T_DANCE_02Dance style 2
T_DANCE_03Dance style 3
T_DANCE_04Dance style 4
T_DANCE_05Dance style 5
T_DANCE_06Dance style 6
T_DANCE_07Dance style 7
T_DANCE_08Dance style 8
T_DANCE_09Dance style 9

Conversation / interactions

AnimationDescription
T_STAND_2_TALKStanding → talking pose
T_TALK_2_STANDTalking pose → standing
T_YESNodding (yes)
T_DONTKNOW"I don't know" gesture
T_WATCHFIGHT_OHNOFight spectator reaction — dismay
T_WATCHFIGHT_YEAHFight spectator reaction — excitement

Bodily actions / labor

AnimationDescription
T_STAND_2_PEEStanding → urinating
T_PEE_2_STANDUrinating → standing
T_STAND_2_WASHStanding → washing/laundry
T_WASH_2_STANDWashing → standing
T_PLUNDERLooting / picking up
T_SEARCHSearching for something
T_1HSFREEOne-handed sword practice
T_REPAIR_RANDOM_1Random repair animation

Magic / practice

AnimationDescription
T_PRACTICEMAGICMagic practice — variant 1
T_PRACTICEMAGIC2Magic practice — variant 2
T_PRACTICEMAGIC3Magic practice — variant 3
T_PRACTICEMAGIC4Magic practice — variant 4
T_PRACTICEMAGIC5Magic practice — variant 5 (circle ritual)

Hit reactions / combat

AnimationDescription
T_MAGRUN_2_HEASHOOTRun → headshot (falling down)
T_HEASHOOT_2_STANDHeadshot → getting up
T_DEADDeath (collapse)
T_RISERising from the dead
T_DOWNFalling to the ground
T_WARNWarning / threatening (monsters)
T_PERCEPTIONPerception / listening (monsters)

Spell victim animations

AnimationSpell
T_STAND_2_LIGHTNING_VICTIMLightning strike
T_STAND_2_SUCKENERGY_VICTIMEnergy drain
T_STAND_2_FREEZE_VICTIMFreeze
T_STAND_2_GREENTENTACLEA_VICTIMGreen tentacles — variant A
T_STAND_2_GREENTENTACLEB_VICTIMGreen tentacles — variant B
T_STAND_2_GREENTENTACLEC_VICTIMGreen tentacles — variant C
T_STAND_2_INFLATE_VICTIMInflate
T_STAND_2_WHIRLWIND_VICTIMWhirlwind
T_STAND_2_SWARM_VICTIMSwarm attack
T_STAND_2_VICTIM_SLEMagic sleep
T_VICTIM_SLE_2_STANDMagic sleep → waking up
T_STAND_2_FEAR_VICTIM1Magic fear — variant 1
T_STAND_2_FEAR_VICTIM2Magic fear — variant 2
T_STAND_2_FEAR_VICTIM3Magic fear — variant 3

State animations (S_)

Looping animations that keep the NPC in a given state.

AnimationDescription
S_EATEating from the ground (monsters — looping)
S_FIRE_VICTIMBurning (fire victim)

Random animations (R_)

Played randomly as idle — they bring NPCs and monsters to life.

Monsters

AnimationDescription
R_ROAM1Random movement — variant 1 (looking around, head movement)
R_ROAM2Random movement — variant 2
R_ROAM3Random movement — variant 3

Humans — standing

AnimationDescription
R_SCRATCHHEADHead scratching

Humans — sitting

AnimationDescription
R_CHAIR_RANDOM_1Random chair/bench movement — variant 1
R_CHAIR_RANDOM_2Random chair/bench movement — variant 2
R_CHAIR_RANDOM_3Random chair/bench movement — variant 3
R_CHAIR_RANDOM_4Random chair/bench movement — variant 4

Facial animations

NPC facial expressions played via Mdl_StartFaceAni:

AnimationDescription
S_ANGRYAngry facial expression
S_NEUTRALNeutral facial expression
info

Facial animations take an intensity parameter (0.0–1.0) and a duration in milliseconds. A value of -1 means infinite — the animation persists until manually removed or the state changes.