Quote Originally Posted by dsyrow1
Yes, as far as I know, turn animations absolutely cannot be edited, and if they are modified in ANY way, even if just an import and then an instant export, they will screw up that unit with endless rotation. There are a whole bunch of these 'off limits' animations, which absolutely cannot be touched or they adversely affect the very behavior of that unit.

The only thing that will fix this is BI, which will introduce parsing of descr_skeleton.txt and allow us to work with the anims directly, rather than with the pack.

As for the flickering, I have some ideas about how it may be fixed, so check back here later for details. GodsPetMonkey, can you point me to that thread on twcenter where the issue was discussed?
I can't remember the link anymore, but I am sure you were involved in it.

At first I thought it had something to do with a bone being to close to another (it usually happened when the elbow was close to the torso for me) but I eventually dismissed that as to complex an explanation... applying Occam's razor, I figured it just had something to do with to large a rotation.