Bannor Bloodfist wrote...
You would have to check the animations themselves as well, some of them are baked with the actualy part of the creature they are attached to. You should be able to test that directly inside max by running the animation itself.
That was my first thought, but I did check the mist dragon, and it didn't have any inbuilt animations. Plus, when I imported the animations seperately, it animated perfectly
Sometimes just doing a reset x-forms will fix this issue, but sometimes doing that will break the entire animation sequence.
Gave it a shot, didn't seem to work. The oddest bit is that its always just the hands, the arms and every other body part animate perfectly
Another thing to remember is that every time you import and re-export something, you are running a very high risk that the animations will just break. This is a very well documented problem with the import/export routines of nwmax/nwmaxplus.
I'm figuring this is what's happened. I just a fresh copy of the Mist Dragon out of the files, imported it just to convert, changed just the model name at the top and replaced it. Same issue
As far as the texture getting screwed up, if you are using the same texture, just renaming it, there is absolutely NO reason to decompress and recompress into DDS.
I haven't recompressed it yet, but the plan was to later change the skin. Just haven't done that yet. Honestly, looking at how the texture is going, I'm thinking somehow when I imported/exported from the bif files its managed to mess up the UVWrap in addition to the animations, either that or when it converted to the ASCII side its messed up the UVs