Open SKmaric opened 6 years ago
I was able to partially find a solution for exporting by replacing the block of code in AnimFormat.cs from line 62 and uncommenting line 59, but I would like someone to verify this as a suitable solution.
file.WriteLine(String.Format(" {0} {1} {2} {2} {3} {4} {5} {6} {7} {8} {9};",
entry._index + 1,
entry._value.ToString(CultureInfo.InvariantCulture.NumberFormat),
"fixed",//single ? "auto" : "fixed",
"1",
"1",
"0",
angle,
"0.3333",
angle,
"0.3333"));
Above: BrawlBox's interpolation editor window Below: Maya's Graph Editor after importing .anim exported from BrawlBox
Note: the expected result can be achieved in 3ds Max's Graph Editor by manually setting the tangent values to -(3/4) multiplied by the tangent value that appears in BrawlBox with a length of 0.3333 (Free Handle unchecked). However since this requires manually editing every individual tangent for each curve point so it would be preferable for this to be integrated in BrawlBox's export function.