Hi Bwian,
Here's a question brought on by the sun baking my brain this Sunday.
When you make an animation in Milkshape and then export it out to
a .cas file, have you ever run the castotxt converter? The reason I'm
asking is that I am wondering if Milkshape is doing the animations by
MOVING the joints rather that ROTATING the joints. Remember how
important it was when you rigged the skeletons that you hit the
zero joints tab? Is this the opposite problem where the animations
are going into Milkshape's position info which the CAs format is ignoring?
My admittedly bad guess would be to do a castotxt conversion on one
of your animiation files and see what the top section looks like. If the
frames (which should have seven floats, 4 for quats and then 3 for
Milkshape Euler angles in degrees) all look like 0.0 0.0 0.0 1.0 0.0 0.0 0.0
then there is no rotatiion info in the file. A long shot for sure, but this
could be a quick check just to see.
Doesn't require much to check. doesn't even have to be put back in
game. Just take a look with a text editor and see what the stuff after
the header looks like.
Still keeping up as best I can,
KE
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