MugenAttack :
"only thing I know is testing things. I am not a programmer like you, my friend because I don't have the coding knowledge like java or C++++ codes. " "i felt burnt out from creating the tools that i needed a break."
Ok. Doing this tools without be used to be programmer, I understand why the Libxenoverse with XenoverseViewer is difficult for you. I'm impressed you did well on yours tools. What a motivation !!!.
Yep, programation could be hard easely, so take a break. but if you could keep an eye in the forum, to answers on some question about you allready test, could be great.
Effectively, I'm a programmer, and lucky on that, I used to Ogre engine for many years, and I'm fan of DragonBall.
If you have some questions, need help, don't hesitate.
There is just one precision: I didn't speak and write English very well ^^'. So if I say something not understable, don't hesitate to ask for explanation.
Tomorrow, I will start something for animations :
-install Blender and test fbx import of the lastest emdfbx version with animations (I used to use 3dsmax same as I not a graphist, so I need to test for other witch use Blender, you are a lot on it apparently).
-modify an animation, and try to export in a new fbx files from blender.
-read it from endfbx.exe to convert in Xenoverse format, specially for ean (others format allready done , if I remenber well).
-I never repack datas, so I have to try and test it in game
-put on Git a new version.
Lot of people don't know how to compile the project, so I need to try make a public release and put it on a server for download. if someone have a advice for that, i will take it
-after, may be another day, I will think about 3dsmax. There is lot of problems on that because (say me if I'm wrong) the official importer import only one animation. And there is one timeline for all animation, so to export one animation from 3dsmax could be a problem.
I allready think about 2 solutions :
-separate animations from ean file, to make X ean file. So the modification of a animation will be :
-explode ean file by making on folder with one ean file by animation (the file have also the name of the animation)
-making fbx with one animation
-read fbx by 3dsmax with official fbx pluging
-modify animation
-export fbx with official fbx plugins
-convertion fbx -> ean file
-replace ean file of the modified animation into the folder with all others animations
-remake the ean file with all animations, so with the new one.
-another solution could be :
-make only one animation of all animation of ean file when we convert into fbx file. just put all animations follow each other, with blanck step.
-so in 3dsmax, you well have the timeline with all animations.
-after modify some animations. reexport into fbx
-the converter fbx -> ean will separate animations and rename directly.
The problem with the second solution that you need to keep the keyStart and KeyStop for all animations. You can't make an animation more longer for example.
I have to think about it. and I hope will be simpler on blender.
I see for Unity it's more easy all animation was read separatly, but it's not a editor.
If someone have a idea please talk about it.