ActorX: Imported Animation Offset Bug

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I have been working with a model/mesh with animations imported through ActorX. I don't know exactly how it works completely, but I am starting to figure it all out.
There are some slight problems, though.
With the mesh (psk), two different imported animations from different folders (originating from perhaps different meshes of the same entity/object with almost the same amount of bones) are having conflicts when they shouldn't
Apparently, Mesh A has one extra bone than mesh B, but this does not affect animations at all if Mesh A uses Mesh B's imported animations.
However, when importing two animations (one from mesh b's animation library, and one from mesh a's animation library), there seems to be an offset in positioning (coordinants). Mesh A would be offsetted entirely by 1.675 X cordinants, as well as 13.875 Y coordinants. Fixing the Y coordinants was simple, just import with an offset of -13.875 using ActorX importer. However, trying to perform the same task with the X coordinates produces a different result. Instead of Mesh A's Animation being at X coordinants 0, just as Y coordinants were at 0, Mesh A's Animation would become offset backwards or forwards over time, depending on the specified X coordinants upon importing animation from Mesh B's Animation. Again, the Y coordinant does not have this problem, only the X coordinates.
Note that upon import of Mesh B's Animations, a new subsystem of keys within the Transform of the Dummy Object appears in the Dope Editor, and deleting these keys does not fix the problem. In addition, setting the X Coordinants in the added Transform section also does not fix the problem (it just calculates a new offset for the entire animation, which includes Mesh A's Animations, and Mesh B's Animation)
Also note, it is one mesh with all of the animations, not two meshes. I am Importing animations from two different meshes that are 99% alike, and putting it in one mesh (The one with the extra bone.)
Note, no warning message comes up when importing animations from Mesh B into Mesh A, but a warning message does come up when importing Mesh A's animations into Mesh B.
Can this problem be related from importing animations from 2 different meshes/models, where one would have an extra bone?
If so, then it's probably not possible to fix this, except by deleting the bone (which may cause additional problems with animating the file)
If not, then it might be possible to fix this.
Things I've tried:
Ticking any combination of the below
"Reorient bones"
"Reposition existing Bones"
"Don't Conjugate root Bone"
Importing the bones with a specified offset
Changing the imported animation's added position within the Transform section of the dope editor.
Checking out the Curves Sheet to see if I can change it there (Couldn't figure out if it was possible, in the end)
Tried using animation layers to separate one set of animation keys from another (I don't think animation layers was designed to split/seperate keys.)
Adding additional keys in Animation Layers or the Dope Sheet to input an offset to fix the issue (this resulted in the same effect as described above)