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Exporting models and animations from the game for use in Unreal Engine.

#28
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I also encountered a problem: when exporting move animations from 3ds Max to the SMD format, and then processing the animation with a script to make it play "in place," and attempting to apply the processed SMD animation, the griffin model noticeably stretches.
I found out that the problem isn't with the script; it's simply that even if you try to export an idle animation to SMD and immediately import that file into the same scene, the mesh still stretches. I suspect this problem is caused by different skeleton sizes in the skeleton file and in the animation files. For example, for the griffin, the skeleton in the animations is exactly 1.5 times smaller than the original skeleton. This can also be seen by comparing the bone positions in the original SMD file from the archangel and the SMD skeleton file obtained through grnreader98.exe; all the values in the skeleton file will be 1.5 times smaller than the values in the Archangel file.
I haven't figured out how to solve this problem yet.