Continuing the discussion about “Zloboglaz” from the topic
RTF - a global modification that replaces all cities in the gamePavlinho - Ideally, you should create a **T** pose for the skeleton and then apply animations one by one, saving them in the "Animation Manager" plugin of "ActorX." Then, generate and save an "Output Package" in PSA format.
For example, this is the sequence:
1) Create a skeleton (in the correct scale) in a **T** pose with its Mesh attached. Optionally: a) Save the initial pose (select all bones and "helpers," if any -> Animation [Alt+A] -> Poses -> Set as Skin Pose). b) You can also save the PSX file using the "ActorX" plugin (it seems like you managed to do this correctly.)
2) Save the scene with the skeleton in 3dsMax (*.max) format.
3) Create animations and save them as separate files in 3dsMax (*.xaf) format: -> Animation [Alt+A] -> Tools (Animation Set) -> Save Animation Clip....
4) Clear the scene.
5) Load the saved scene with the skeleton.
6) Load the first animation from the *.xaf file, check if it works; if everything is good, save the animation in the "ActorX" plugin, filling in the animation name in the "Animation sequence name" field, click the "Digest animation" button, and the plugin calculates the length and number of frames for the animation (you missed this step, and all your animations have a length of 100 frames) and saves it in the "Animation Manager."
7) Return to the starting frame of the animation and delete the current animation -> Animation [Alt+A] -> Tools (Animation Set) -> Delete Animation. (For example, in the Move animation, the bone that was moved had changed coordinates and did not correspond to its normal position as in other animations.)
8) Repeat steps 6 with the next animation and go back to step 7, etc.
9) In the end, go to the "Animation Manager," generate, and save the "Output Package" in PSA format.
Here's what I managed to do quickly -
Attachment 70166