Introduction

Open Edit → Animations to browse DATA/GLOBAL/ANIMATION.PAK. The Animation Archive Editor works like the UI Editor: a searchable list of archive entries (path + size). There's no animation authoring UI here — only export, import, replace, and delete of the raw files in the PAK. Writes go straight back into the archive.

The animation content in this archive is Havok animation data, plus related metadata and other animation resources. Saving changes closes Alien: Isolation if it's running, so the game isn't locking the archive.

Important Limits

This tool only extracts and repacks raw archive entries. The animation clips are Havok animations, but exported files include additional game-specific wrapping around the Havok payload — they cannot be loaded directly in stock Havok tools.

Support for stripping / restoring that wrapping (so files work with Havok tooling), and for importing / exporting animations in a clearer, more browsable way, is upcoming. Until then, treat exported bytes as opaque PAK payloads for inspection or advanced reverse engineering — not as ready-to-edit DCC assets.

Using the Editor

The list shows every path in the archive. Use the search box (and Search, or Enter) to filter by path. Select a row to enable the action buttons.

Export & Replace

  1. Select a file → Export Selected → pick where to save it.
  2. Work with the raw file externally only if you understand the compiled format (see Important Limits).
  3. Back in the Animation Archive Editor, select the same archive entry → Replace Selected → choose your file.

Replace writes into ANIMATION.PAK immediately. OpenCAGE does not validate content.

Import, Delete & Export All

  • Import New File — pick a file from disk, then set the Entry path inside the archive. If that path already exists, you're asked whether to overwrite.
  • Delete Selected — removes the entry after confirmation.
  • Export All — dumps every entry into a folder, preserving relative paths under the archive.

Import and delete also save the PAK immediately (and close the game if it's open).

Archive Contents

ANIMATION.PAK holds a mix of animation content and metadata — not only clip files. That includes Havok animation data, supporting resources, and higher-level structures such as animation trees.

This window gives raw entry-level access to everything in the archive. Dedicated editors exist (or are planned) for specific content types; for trees, use the tools linked below rather than hand-editing PAK bytes.

Animation Trees

Animation trees are a script-like system for contextual animation (choosing and blending clips based on game context). They live inside this archive as ANIM_TREE_DB databases.

Use Edit → Animation Trees to open the Animation Tree Editor. For a full catalogue of node types, parameters, and pins, see Animation Tree Nodes.

The Animation Archive Editor only provides raw PAK entry access for those files — it does not open the tree graph.