Yes, I realize that it is a dead horse, that has been beaten into a hole roughly the size of a thimble.
Please also realize i have searched this forum for roughly 4 hours now. Sorting through all sorts of posts of oblivion texture, model substituting, animation editing, and all of that information. I have been through the Wiki, I have visited Ficedula's, Alhexx's, and Micex's sites.
I have downloaded various model viewers, editors, bitturn, unmass, leviathan, patches, haxes, and batches.
I have read the text files on the xxAA skeleton files. I have tried looking at the skeleton files in hex editors. 3 days of messing with the tools.
I don't care about animations. I don't care about textures, shading, or anything like that.
I only want 1 thing.
in Bitturn, when you load one of the xxAA files, it loads the individual pieces for you, and does a bunch of things I don't really understand. When I export it to a 3ds file, the parts of the body are rendered in a way where they are set in a pose. But the skeleton information for this pose, is not exported.
What do I have to do, to get the bones that bitturn displays, out into an easy to read numeric format?
x,y,z positions of bones, bone lengths, and x , y, z rotations for the default pose that the export to 3ds format.
Can someone give me a direct answer, or a direct link to an answer?
The information is somewhere, someone has been able to decode the information enough to be able to render the information correctly in bitturn.
I've looked, maybe I'm a noob, maybe i looked right over what i was supposed to notice and have a lightbulb turn on.
Please, someone help me.
-Eteus
Editing Post:
To clarify, I have tried exporting the files into all of the various formats that bitturn offers. As well as opening them with blender, milkshape, and anim8or (I am in the process of obtaining lightwave) and none of the conversions have enabled me the ability to import bones.
Push comes to shove, I can build the skeleton myself, If I am able to get bone lengths and rotations. Once I have the skeleton, I can simply attach the body parts to the skeleton, and move on from there.
I do not care about re-importing the new animations I plan on creating back into Final Fantasy. The animations will be exported to a separate graphics rendering medium.
When Bitturn displays the render of the battle animation, and when bitturn then exports the xxAA file, into a 3ds, that original bone structure has to be able to be read.