DarthStevenus;5572188EDIT: Sigh...new problem. I've moved the playermodel down to the floor at each frame of my animation, and then saved it. But still, when I exit Dragon and load my animation the player is back in the air. Is this a normal bug or something?
Might not be a new problem after all - seems like in both cases the position/movement doesn't get saved. Maybe Dragon can only handle rotations? (I just checked, the GLA format can handle position & rotation, just no scaling. I think.)
Not sure about that bug. Which bone did you move down? Did you do so for all your frames?
Did you use the sliders on the right to move the saber out of the players hand? I was going to try that when I was doing the backhand styles to get a double saber throw. Never tried it out. I'd say open the saber protect or Alora saber throw and see how the sabers leave the hands there.
You moved the wrong bone to the floor. The model_root should be positioned at 37.5 (same as when you import animations from Assets1 _humanoid file). move the pelvis bone to align the body to the floor.
Ah, I did indeed move the model_root. And to Katanamaru, I moved the left hand saber using the sliders on the right. I moved it a considerable distance, but when I test the animation in-game the saber barely moves away from the player's hand.
EDIT: Just tried moving the pelvis to bring the player model to the floor, saved it, but when I opened it the skeleton was back in the air again.
EDIT: I've been reading this:
And I'm just wondering about something. Can I make my own floor model and set it with the file floor.cfg, like how you change the hand bolt models in dragondefault? I'd like to replace the floor with a simple checkerboard. The original floor can disappear into the background sometimes depending on the angle.
EDIT: Yup, that worked