

SMASH_WINDOW filename = "Animations/MEN/MUSKET/MUS_UNIQUE_ACTIONS/MUS_Window_Butt_Bash.anim", equipment_usage = rifle_buttĪTTACK_1 filename = "Animations/MEN/SABRE/SAB_MG_STAB_KILLS/SAB_MG_STAB_KILL_01.anim", primary_weapon = off, secondary_weapon = on equipment_usage = swordĪTTACK_1 filename = "Animations/MEN/MUSKET/MUS_HG_KILLS/MUS-HG_KILL_HIGH_01.anim", equipment_usage = rifle_bayonetĪTTACK_1 filename = "Animations/MEN/AXE/AXE_Outside_Guard/Axe_OGuard_Cut_1.anim", equipment_usage = axeĭEPLOY_WOODEN_STAKES filename = "Animations/MEN/SABRE/SAB_UNIQUE_ACTIONS/SAB_STAKE_PLANT.anim", blend_in_time = 0.25 primary_weapon = on, secondary_weapon = off, defensive = off, ambient = on, personal = off, special = wooden_stake RIDER_ATTACK_1 filename = "Animations/MEN/HORSE_RIDER/C_LAN/C_LAN_LG_Thrust_Level.anim", blend_in_time = 0.25 equipment_usage = lance variant_weighted_mesh : animation corruptedĬode: CHARGE filename = "Animations/MEN/SABRE/SAB_CHARGE/SAB_Charge.anim", blend_in_time = 0.5, primary_weapon = on, personal = off fbx > cleaning model > flip scene > convert to. variant_weighted mesh > flip scene > convert to. variant_weighted_mesh : animation corrupted Then, testing the exported animation (TEST_c_axe_charge_attack), something goes wrong :ĮDIT : I've tried to flip scene, but with no results variant_weighted_mesh model look "bug free" after testing it with the c_axe_charge_attack anim from vanilla ETW STEP 3 : removing extra bones up to create a "clean" model
#ULTIMATE UNWRAP 3D CONVERT TO QUADS SKIN#
fbx fileįirst issue : if animation play, it seems that skin modifier is gone.Īfter starting over the same processus, I can animate model : STEP 1 : opening the east_guard_cavalry_ahadis and importing c_axe_charge_attack animation using UU3D
#ULTIMATE UNWRAP 3D CONVERT TO QUADS WINDOWS#
The Animation Editor windows will appear :


RUN_1 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5Īnimations tables is a txt file and not a db tables. RUN_TRAINED_1 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_TRAINED_2 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_TRAINED_1 filename = "Animations/MEN/AXE/AXE_WALK/Axe_walk.anim", WALK_2 filename = "Animations/MEN/AXE/AXE_RUN_IR/Axe_run.anim", blend_in_time = 0.5 WALK_1 filename = "Animations/MEN/AXE/AXE_WALK/Axe_walk.anim", STAND_TO_PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/BUGLE/ART_to_Bugle.anim", PLAY_INSTRUMENT_TO_STAND filename = "Animations/MEN/MUSICIAN/BUGLE/Bugle_to_ART.anim", Code: PLAY_INSTRUMENT filename = "Animations/MEN/MUSICIAN/BUGLE/Bugle.anim",
