Heretic
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Have you tried playing the animations with the >, <, End and Home keys?
When I tried importing a gmax model into Max (2009 trial version, iirc) via the MDLCommander/Xporter route, I found the animations, although compressed into the space between keyframes 0 and 1, were still there! Max doesn't depend on fixed interval keyframes like gmax.
If you change the Key Mode (it's a button on or near the Track Bar I think), the animation will step through the key frames using > and < for a selected object, one by one. So, if you note the key frame number for each keyframe in gmax - for each animated object in turn - you can step through and edit the animations in Max to restore the correct keyframe sequence. You do this backwards: think about it...
It's a bit of work, but it lets you recover the animations you may have spent weeks on in gmax.
There weren't any visible keyframes upon import. Maybe Max 2009 can read .xanim files, but Max 9 (apparently) can't...
Yes, since each animated part has its own drawcall. So they can be identified. I don't think the type of animation can be exported with 3DS, but the keyframes should be possible.
Well, re-tagging the animations is no problem. Re-coding custom animations without the original modeldef would be a bit more difficult and time-consuming but doable as well.
The keyframes, in any case, will be the most important parts though.
Not sure how easy that would be for GMax (I don't use Max myself so can't comment on that). GMax is quite restricted for importing or exporting other formats.
Max has its own scripting language which is used for all kinds of plugins. Maybe it's possible to do something with that.
