Okay, I noticed this on crates that I had released in More TNO Placeables, now its also present in the Armoire's, Barrels, chests, etc. Most any container type object.
First off, the objects work fine in game. Animations for open/close/open2close/close2open all work fine for all the object types. The problem is in the toolset. Specifically the 'Initial State' settings. Setting the intial state to 'Opened' works for all the object types exactly as exported from NWmax. However, trying to set the initial state back to 'Default' or 'Closed' does not work in the toolset - it still shows in the toolset as opened. To work around it, I went back and copied the exact animation sequence (the crates for example) with node renames only and the toolset functionality returned. Again, nothing was broken in game. Just an annoyance in the toolset.
I also noticed NWmax in the animation sections will selectively change 'node dummy' to 'node trimesh' for some objects and changes 'node dummy' to 'node pwk' for the walkmesh object (again only in the animation sequences). I tried changing these back to 'node dummy' but that didn't fix it.
Kind of scratching head on this one? Is there a bug in NWmax that buggers up whatever the initial state portion of the toolset looks at? Anyone else have this issue?
Its fixable just by cussing -n- pasting the original animation sequence since the model are mainly retextures, but annoying. Would be interested to hear some animation experts chime in. Thanks.