The m3addon creates random animation ids.
It would be possible to fix the animId manually by editing the xml but it's to much work.
I added another python script which you can use to transfer the animation ids of bones with the same name:
It can be called like this:
transferAnimations.py <model with "correct" animation ids> <model to fix> <output file name>
Example call:
transferAnimations.py /tmp/A.m3 /tmp/B.m3 /tmp/Out.m3a
Note that Out.m3a will still contain the mesh of B.m3 and all other data. if you want smaller file sizes you can open it with Blender and remove the mesh manually.
Btw the hair and cloth animation looks impressive, is it baked? It's to bad that you aren't making classic fantasy models. Starcraft 2 lacks just the fantasy models Warcraft 3 had....
About the not working models: Yes I would like to have a look at it.
Delphinium1987 Author@println: Go Thanks for your explanation and suggestion. Maybe storing animations and model in a single file still the safest way.
To be honest, I am a little disappointed (It seems not so easy to "scatter" my model and motions). Fortunately I know some other solutions to add or delete motions from multiple max files, so I still have ways to assemble several motions together in 3dsmax.
Next time I will add the B at the end of A and export them together. But there are two things confuse me——Since different Animation IDs will cause the problem, can I change them in the xml file to fix it? And what's the ruler of the plugin to create the Animation IDs?
By the way, I found that some m3 files export with 3dsmax can import into the blender but couldn't export any more. I will upload the error messages and files If you need.