Help locating .AMO files for custom animation mod - Biohazard Outbreak (Jpn)

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Silvamicae
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Help locating .AMO files for custom animation mod - Biohazard Outbreak (Jpn)

Postby Silvamicae » Mon Jan 12, 2026 12:25 am

Hello everyone,

I am a 3D modeler/animator, and I’m looking to create a mod for Resident Evil Outbreak that introduces some new custom animations. However, I’m having a hard time locating the specific animation files (** .AMO**) within the Japanese version of the game (Biohazard Outbreak).

Specifically, I want to find the files responsible for:

Character "Danger" status (limping/injury cycles).

Ad-lib gestures and player commands (Help, Go, Thanks).

Basic enemy reactions and AI-driven motions.

Technical details and what I've tried: * I've checked NETBIO01, but it seems to be mostly ADX audio and SFD video files.

I've explored NETBIO00, which contains several large .bin files (around 1.4MB - 1.7MB) such as rm00_tbl.bin and various pc_xxx.bin files.

I performed a hex search for the "41 4D 4F 20" (AMO) header using HxD inside these containers, but no results were found.

When using OBTool to try and convert these .bin files alongside the .NBD models, the tool only extracts textures but no animation data.

Are the animations compressed or stored in a different format/container in the Japanese release? If anyone could point me to which files hold the player and enemy motion data, it would be a huge help for my modding project.

Thank you in advance!

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Fothsid
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Re: Help locating .AMO files for custom animation mod - Biohazard Outbreak (Jpn)

Postby Fothsid » Mon Jan 19, 2026 8:30 pm

AMO are packed inside NBD files and they contain models, not animations. Animations are stored in those large .bin files. I'm not aware of any tools that can export/import animation data into other software.
I'm the guy who probably spent way too much time on figuring out how this game works.

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Fothsid
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Re: Help locating .AMO files for custom animation mod - Biohazard Outbreak (Jpn)

Postby Fothsid » Mon Jan 19, 2026 8:45 pm

For context though:

Code: Select all

pc_xxx.bin - Player-specific animation banks (different room have a different pc_xxx.bin file assigned) sp_xxx.bin - (File 2) Scenario-specific animations, xxx is the scenario ID. plxx_pc_000.bin - Character-specific animations, xx is the character type (0 = Kevin, 1 - Mark, etc.) rnxx_tbl.bin - NPC-specific animations per scenario, xx is the scenario ID. exx_yyy.bin - Enemy-specific animations, xx is the enemy type ID, yyy selection is weird. rmxx_tbl.bin - (File 1) Male-scenario-specific animations, xx is the scenario ID. rfxx_tbl.bin - (File 1) Female-scenario-specific animations, xx is the scenario ID.
I'm the guy who probably spent way too much time on figuring out how this game works.


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