That would explain a lot GOM .... if the animagtions are compensating for something very wrong from the outset. I am assuming also, from that, that I cannot cure it by making a brand new skeleton and then applying it to the existing animations using KE's animation toolkit.

When I say that...I mean I KNOW I can't because I tried it..but I would guess from what you are saying that the whole animation set for horses is broken, and when I made my new skeleton, the tools took it's starting point from the existing anims, and tried to modify them according to the original rotations and movements. All we were doing, in that case, was to take the initially wrong animations, and apply them to a good skeleton.

If KE's CAS-txt and txt-CAS can be made to work on RTW animations, it should be easy enough to convert across. It would give us the raw rotations and translations which would then be pastable into the existing M2TW text files in between the headers. IF the bones are different, it would..again...be easy to build a new skeleton to match the start positions and structure of the RTW one. Likewise, I reckon with KE's help, it would be easy enough to plug in the necessary bone heirarchy into the text file to build a suitable animation file that would work with a custom built skeleton.

I can think of several others who would like that! We could bring slingers back in, wardogs...all sorts!

Could this be light at the end of the tunnel?