Valthrendir wrote...
As for ''hovering'' of the trolls, that is most likely due to the Z-axis of the model in relation to its base. To my knowledge, most creatures contain body parts that are linked to a ''main'' body part (usually the torso in human context). If you were to unlink this ''main'' part from the base and adjust its Z-axis, that would be sufficient to solve the hovering shenanigans.
The hovering may also be caused by an incorrect scale setting - the SetAnimationScale parameter - in the model's acsii file. If the model uses a supermodel - listed under the SetSupermodel parameter (the second entry), this scale factor determines how the animations are scaled for the model.
Creatures are always linked to a rootdummy. For Type F creatures (e.g. PC races, orcs, etc.), Torso_g controls the upper part of the body and Pelvis_g controls the lower party of the body. Other monsters have different node names but will still have a "rootdummy" of some sort. Both branch from the rootdummy. Therefore, if you need to adjust the Z-height of the model, move the rootdummy. This is what the hierarchy of a Type F model looks like:
Rootdummy (main dummy)
handconjure (dummy for casting vfx)
headconjure (dummy for casting vfx)
Torso_g
Neck_g
Head_g
head (dummy for vfx)
LBicep_g
LForearm_g
LHand_g
lhand (dummy for weapons)
lforearm (dummy for shield)
RBicep_g
RForearm_g
RHand_g
rhand (dummy for weapons)
impact (dummy for attack impacts)
wings (dummy node for attaching wings)
Pelvis_g
LThigh_g
LShin_g
LFoot_g
RThigh_g
RShin_g
RFoot_g
tail (dummy node for attaching tails)
Note: This is the main hierarchy tree. I did NOT include the cloak nodes, but I'm sure you can figure those out.