Hello,
What I recommend would be to save the animations as "XML Animation" files and then import them into your main scene.
to do this you will need to be familiar with how to select/hide/freeze specific objects and the animation timeline.
- open two separate instances of 3DS Max
- Export the desired model from WoW Model Viewer as a FBX with no animations included [ This model will be referred to as BaseModel ]
- Export the same model as FBX with specified animation (example: Attack1H) [ This model will be referred to as AnimModel ]
*I recommend only exporting one animation at a time until you are comfortable with the process. - Import AnimModel into 3DS Max
- select the mesh, right click and choose "Freeze Selection", the mesh should now appear grey
- with the mesh frozen, now select all the bones in the scene, you should see keyframes in the timeline on the bottom of the screen, scroll the timeline to the last keyframe, this will be the animations duration.
- with the bones still selected, on the top menu bar, select "Animation > Save Animation..." you should see a dialog box pop up that says "Save XML Animation File" at the top
- In the Dialog box, on the Right-hand side, Check the box marked "Segment"
- In the "From:" box, put the frame number of the start of the animation (in this case, should be "0")
- In the "To:" box, put the frame number of the end of the animation duration
- Choose a name and click "Save Motion"
- Import BaseModel into a new (the second) instance of 3DS Max
- Select the mesh, right-click, and freeze
- Select the bones
- In the top menu bar, select "Animation > Load Animation..." this should bring up the "Load XML Animation File" Dialog
- in the Dialog, Navigate to and select the animation file you just created (should be titled *name*.xaf)
- On the Right-Hand side of the Dialog, click the radio button next to "Insert At"
- In the box under "Insert At" choose the frame number at which you would like animation to start at
- click the "Load Motion" button
- and your done! you should now see the keyframes in the animation timeline
using this technique you can choose which animations you would like and import them into SC2 Sequences without overriding existing animations.
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