@zxiang1983
Didn't mean to leave you hanging.
I've looked at the pose skeleton for
2H_Swordsman which is the parent animation
for Janissary_heavy_infantry and the skeleton
pose data definitely seems to be the problem for
using these animations. Here's a solution in two parts:
(1) I'll edit the files using a hexeditor and change the pose
data on the two bones to what is used for the MTW2_2H_Swordsman
anim. This is charge, charge_to_ready, and charge_attack.
If these look ok, then problem is understood.
(2) I can reexport a new skeleton to all the anims in
new_2H_Axe_halberd so you can use any of them with the
new skeleton pose data. (If this function stll works, I've been
messing with everything to do the survey stuff.)
I'm at the end of my day here so I don't want to hexedit floats
right now.Let me try this tomorrow and post updated anim
files for these three anims. If this is ok we try the next step.
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