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Edited FBXs break animations when repackaged into .pap in MA but not XAT #8

@mjacksonhill

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@mjacksonhill

Hi! This tool is super useful, thank you for making it! I'm working on a tool that allows changing of bone positions over a bulk list of animations, so MA's command line support is really, really useful.

My process involves converting the MultiAssist-generated .fbx file into .fbx ascii format, performing angle edits in that form, converting back to binary .fbx format (not strictly necessary), and then repackaging into the .pap file.

This repackaging step yields the correct animation when done in Asgard's XAT, but breaks animations if done using MA.
I'm testing this with chara/human/c0701/animation/a0001/bt_common/emote/bow.pap at the moment (male miqo /bow).
I'm providing the XAT-packaged file and the MA-packaged one for side-by-side comparison.

If this step could be made to work, then I'd have a totally automated pipeline for this kind of bone editing.
Happy to provide any other useful files, such as the edited ascii .fbx files and such.
emote.zip

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