@LBFN
The BVH file would've been perfect because it's just animation data and I've got a pretty decent method for converting it to a DBC animation without much trouble.
Here's another idea:
Rig and animate the T-pose alien.
Export it to direct x in text format but make sure the animation keys are 0,1 and 2 but not 4. That may be direct X 9 in milkshape.
That means in the animation section at the bottom of your exported X file, you'll see something like:
AnimationSet animset {
Animation {
{hips_frame}
AnimationKey {
0;
1;
0;4;1.000000, 0.000000, 0.000000, 0.000000;;;
}
AnimationKey {
1;
1;
0;3;1.000000, 1.000000, 1.000000;;;
}
AnimationKey {
2;
1;
0;3;0.000000,0.599995,0.000000;;;
}
}
}
But with more detail and there should NOT be a key like:
4;
1;
0;16;1.0000,0.0000,0.0000,0.0000,0.0000,1.0000,0.0000,0.0000,0.0000,0.0000,1.0000,0.0000,0.0000,0.0000,0.0000,1.0000;;;
Once you've created the new text X file, copy the entire AnimationSet and paste it at the bottom of the original DBC-limbed T-pose. Replace any animation information that might already be there.
Now, the limbs have to be in the exact order on your export as the T-pose. Check the order on the T-pose by using PERFORM CHECKLIST FOR OBJECT LIMBS. This won't work the same on your export because usually there are two sets of limbs in a directX object that has a skeleton. It should be the first set, because likely they will repeat. You'll know by the count from the T-pose.
If the limbs are not in the same order, try to get them in the correct order before exporting. The animations have to match up to the correct limbs in the T-pose.
If you can't adjust the order before exporting, then you can manually swap the animation groups in the file. But that is a lot of work.
Hopefully, if you rig the model from the beginning so that the joint/limb order is the same as the original T-pose alien, you'll only have to copy and paste the animations and you're done. If not, I've got a couple other ideas.
Enjoy your day.