1. OK - so I've got a 19 limb dbo human - 19 meshes added as limbs - and now I've linked limbs such that if you rotate the parent and child limbs you can give it the semblance of walking etc - but no keyframes - I then resave it - in its new forms with proper limb links and saved out and loaded in - does it now have "Joints"?
* STOP.
The best method of getting a character into DBPro is through a modeller with animation support, the method your using now has probably taught you a great deal that will become very useful, but you should get hold of Milkshape or CharacterFX or something cheap and simple like that.
I use CharacterFX for all my animations and it's only £20 or so, I make a character and store it as .3DS, which is imported, rigged, animated, then exported as .X - which will work nicely in DBPro. Once you have your animated character in DBPro, each bone is represented and accessed like a limb, so you can do all sorts of neat tricks with the limb commands on your animated character. For instance, need a character to aim a gun at a certain point? - just find that torso limb and rotate it on Y
. Being able to set a character to aim at a position while running or doing other animations is great for FPS games.
2. I've added textures to individual limbs from other jpg files - or ive added just the one texture - then saved out and reloaded - but the reload dosnt show the texture(s) - why?
* DBO is sorta still being worked on, I don't think the format is final yet because there's still some creases to iron out, really it could be a few things wrong with the file, but it's really not an issue given response 1.
Van-B
Put those fiery biscuits away!