2) Using the animation slide bar at the bottom of the max screen, go to the keyframe you want to use.
- To be safe, do the following: Select all the model nodes
- Hit the create key button on the max interface
- (should be on the bottom, towards the right side of the screen, the square button with a large key on it)
- This will create a position, rotation and scale key on the current frame for all selected objects on the
- (right click on the track area - the area with the keyframe display, then select "configure>" then make sure "show selection ranges" is checked
- (Note: you max will be like that till you change it back
5) Now, select all the objects of your model - including rootdummy
6) Then right-click-and-drag your trackbar all the way from the current frame to frame zero, when you release, the keyframe panel will pop up (Be sure to check 'create rotation and position keys' for everything (no need for scale) and hit OK
7) Now, right click on the animation bar slider (right-click and drag) you will see all the other animations as you drag but this operation is the max equivalent of a keyframe cut-and-paste basically, it memorizes the pos/rot state of the source frame then creates frames at the target frame for them when you release)
- Note: You WILL see the animation changing as you drag, but do NOT Panic, when you release at the zero location, that original pose you had picked will be the one that is displayed after you click ok.
- (Note: don't remove that first key in the zero location NWN1 max doctrine - always key your default pose to frame zero )
- (you still need rootdummy and the modelbase and the impact node)
- You may also want to add a "use" node (just duplicate impact and position it to where you want)
Congrats, you now have a 'Posed' mdl base to work from, and you can now edit the mdl to join up bits, (like elbows, hands, feet, head etc, that are all seperate objects in original animated mdl.) You can also re-texture etc.