I am presuming that because load animseq returns the sequence number , then you have to animate it
like so
mesh = LoadAnimMesh( "Marine Default.b3d" )
meshwalk=LoadAnimSeq(mesh,"Marine Walk.b3d")
meshshoot=LoadAnimSeq(mesh,"Marine Shoot.b3d")
meshbreathe=LoadAnimSeq(mesh,"Marine Breathe.b3d")
Animate mesh,1,.2,meshwalk
Animate mesh,1,.2,meshshoot
Animate mesh,1,.2,meshbreathe
etc
I just tested this with my own character and it worked fine.
The initial loadanimmesh does not return a sequence number so meshwalk will be sequence 1, mesh shoot will be sequence 2 and so on
For the default 'Loadanimmesh' I just imported a 1 frame default pose . In puddings exporter dialogue you would still export 'animation' and 'bones , but leave 'sceneroot' unchecked even for the default sequence
I not sure , but won't it just be easier to use extract animseq. Thats How I have been doing it.
Thats mainly because I have all my anims in one max file.
If you have all you max animations in seperate files, you will have to use 'loadanimseq'
like so
mesh = LoadAnimMesh( "Marine Default.b3d" )
meshwalk=LoadAnimSeq(mesh,"Marine Walk.b3d")
meshshoot=LoadAnimSeq(mesh,"Marine Shoot.b3d")
meshbreathe=LoadAnimSeq(mesh,"Marine Breathe.b3d")
Animate mesh,1,.2,meshwalk
Animate mesh,1,.2,meshshoot
Animate mesh,1,.2,meshbreathe
etc
I just tested this with my own character and it worked fine.
The initial loadanimmesh does not return a sequence number so meshwalk will be sequence 1, mesh shoot will be sequence 2 and so on
For the default 'Loadanimmesh' I just imported a 1 frame default pose . In puddings exporter dialogue you would still export 'animation' and 'bones , but leave 'sceneroot' unchecked even for the default sequence
I not sure , but won't it just be easier to use extract animseq. Thats How I have been doing it.
Thats mainly because I have all my anims in one max file.
If you have all you max animations in seperate files, you will have to use 'loadanimseq'