Yes, yes, what GrumpyOldMan said. Let's do this experiment
this coming week. Convert a likely unit, preferably one that
doesn't use an anim type that you had nonconverting files with.
(I've had problems with HR_lance and HR_sword due to short
footers.) Add a tail bone and associated mesh to make a new
.ms3d file. I'll extend exportskeleton to process a copied directory
to add in the new bone, quats, and anims. Then let's try using animmerge
to bring in the walk animation and make the tail wag in Milkshape.
Then put back in game and just make them walk around to see what happens.
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