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Author Topic: ANIM Editing  (Read 18881 times)
Round Mound of Gray Fatness
Posts: 4320

Senator Emeritus. Oh hold on, I am still a senator

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Re: ANIM Editing
« Reply #25 on: 2007 November 12, 11:05:31 »

No I didn't expect a graphic interface, so I used it from the command line without a problem.  I was confused by the fact there was a dll that appeared to be named like a milkshape plugin included with the distribution, so I thought that the disassembler was creating something that would could be imported to milkshape.

I'm wasn't complaining, just confused.

\"They\'re here, on the forum. A question riddled, spoiler giving, speculative cancer of sim evil\" -- redearth, Snooty Sims, 2009
Knuckleheaded Knob
Posts: 530

Lady on Rancho Como

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Re: ANIM Editing
« Reply #26 on: 2007 November 12, 18:42:23 »

There is a MilkShape plugin in the package, and it is a sort of animation importer. It scans a .anmdat file (mainly ap01) and will attempt to convert some of that data into MilkShape animation format. It does not do a good job, because the arms do not always come out right, and because the vast majority of the game animations use IK animation for the arms and legs, and there is no support in MilkShape for IK.

Importing Object animations would be far easier, and I would like to see that worked on, too. The AniMax concept could help there, too.

<* Wes *>
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