@SMD_3D Interactive
Looked through the x file test1.x a bit and noticed a couple of things:
1. As a general rule of thumb for creating a direct x file, it's a good idea to include a header template following the file format specifications and version header:
xof 0303txt 0032
Header {
1;
0;
1;
}
The header template is supposed to identify the version of retained mode specific to the application (the xfile format was really designed for use with retained mode but it is found to be broadly applicable and adaptable). That implies it's only necessary if the application uses it. However, I've found that consistantly putting the header template in my xfiles seems to keep them working from app to app.
2. For DBC use (and maybe general use) you can get rid of the AnimTicksPerSecond template reference and values. This template isn't defined in DBC and unless the animation is handled by a closed system driven only by X files, it's not really necessary. Most games and/or apps control the speed and interpolation of animation separately. Your keys (key frames) indirectly help set the timing for the interpolation.
3. Looking at the animation sets, there seems to be some weird scaling that is in some of the keys. While this may be intentional, I think it's probably a conversion error.
4. I also noticed you have frame reference names at the end of your Animation {} groups. Usually those references are made at the beginning:
Animation {
{ frame reference name }
etc.
}
And, also for what it's worth, I've never seen those references actually influence anything. The main thing when setting up the animations is that the animation groups and keys have to follow the frame hierarchy exactly as it is laid out in the file. I think your file looks ok in that regard.
Enjoy your day.