Hi Thrawn, here is a copy of my xanim code
<Anim name="blastshield_3_pct" guid="0E681B9C-3CD8-4d1e-B9E3-B28610A8DF00" length="100.000000"
type="Sim" typeParam="AutoPlay" typeParam2="blastshield_3_pct">
<AnimStream name="Rotation" id="0" partName="blastshield_4_pct" length="100.000000">
<Keyframe time="0.000000" type="Quaternion" data="0.000000;-0.054000;0.000000;1.000000"/>
<Keyframe time="100.000000" type="Quaternion" data="0.598325;-0.004000;0.000000;0.801254"/>
</AnimStream>
</Anim> // End anim block
As the others I cannot remember but as you can see my 4th blastshield has the anim name (blastshield_3_pct) while I personally named my model animated part (blastshield_4_pct) so I could identify it as the fourth one...I think as long as your 4th Cat is working then the blastshield should work no matter how far it is behind the cat as the cat links the animation of the blastshield even if it is out of the models ref radius...the attachpt no matter what should be named (attachpt_blast_shield_4)
here is my code on that
Frame frm-attachpt_blast_shield_4 {
PartData {
152;
60, 63, 120, 109, 108, 32, 118, 101, 114, 115,
105, 111, 110, 61, 34, 49, 46, 48, 34, 32,
101, 110, 99, 111, 100, 105, 110, 103, 61, 34,
73, 83, 79, 45, 56, 56, 53, 57, 45, 49,
34, 32, 63, 62, 32, 60, 70, 83, 77, 97,
107, 101, 77, 100, 108, 68, 97, 116, 97, 32,
118, 101, 114, 115, 105, 111, 110, 61, 34, 57,
46, 48, 34, 62, 32, 60, 65, 116, 116, 97,
99, 104, 112, 111, 105, 110, 116, 32, 110, 97,
109, 101, 61, 34, 97, 116, 116, 97, 99, 104,
112, 116, 95, 98, 108, 97, 115, 116, 95, 115,
104, 105, 101, 108, 100, 95, 52, 34, 62, 32,
60, 47, 65, 116, 116, 97, 99, 104, 112, 111,
105, 110, 116, 62, 32, 60, 47, 70, 83, 77,
97, 107, 101, 77, 100, 108, 68, 97, 116, 97,
62, 0;
} // End PartData
FrameTransformMatrix {
0.999962, 0.000000, -0.008727, 0.000000,
0.000000, 1.000000, 0.000000, 0.000000,
0.008727, 0.000000, 0.999962, 0.000000,
-20.448280, 21.742298, -65.870064, 1.000000;;
} // End FrameTransformMatrix
Mesh attachpt_blast_shield_4 {
8; // Mesh 'attachpt_blast_shield_4' contains 8 vertices
-0.451763; -1.678930; -0.000000;,
0.451763; -1.678930; -0.000000;,
-0.451763; 1.678930; -0.000000;,
0.451763; 1.678930; -0.000000;,
-0.451763; -1.678930; -2.597431;,
0.451763; -1.678930; -2.597431;,
-0.451763; 1.678930; -2.597431;,
0.451763; 1.678930; -2.597431;;
12; // Mesh 'attachpt_blast_shield_4' contains 12 Faces
3; 3, 2, 0;,
3; 0, 1, 3;,
3; 7, 5, 4;,
3; 4, 6, 7;,
3; 5, 1, 0;,
3; 0, 4, 5;,
3; 7, 3, 1;,
3; 1, 5, 7;,
3; 6, 2, 3;,
3; 3, 7, 6;,
3; 4, 0, 2;,
3; 2, 6, 4;;
MeshMaterialList {
1; // No Materials detected. Default Wireframe color used
12; // 12 Faces have materials specified
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0;
Material default-material-WireColorattachpt_blast_shield_4 {
// Material generated from WireFrame Color attributes
0.345098; 0.694118; 0.101961; 1.000000;;
0.000000;
0.345098; 0.694118; 0.101961;;
0.000000; 0.000000; 0.000000;;
} // End Material 'default-material-WireColorattachpt_blast_shield_4'
} // End MaterialList for 'attachpt_blast_shield_4'
MeshNormals { // Mesh normals for attachpt_blast_shield_4
6; // 6 vertex normals
0.000000; 0.000000; 1.000000;,
0.000000; 0.000000; -1.000000;,
0.000000; -1.000000; -0.000000;,
1.000000; 0.000000; -0.000000;,
0.000000; 1.000000; -0.000000;,
-1.000000; 0.000000; -0.000000;;
12; // 12 faces with normals
3; 0, 0, 0;,
3; 0, 0, 0;,
3; 1, 1, 1;,
3; 1, 1, 1;,
3; 2, 2, 2;,
3; 2, 2, 2;,
3; 3, 3, 3;,
3; 3, 3, 3;,
3; 4, 4, 4;,
3; 4, 4, 4;,
3; 5, 5, 5;,
3; 5, 5, 5;;
} // End Mesh normals for attachpt_blast_shield_4
} // End of Mesh 'attachpt_blast_shield_4'
AnimLinkName { //attachpt_blast_shield_4
"attachpt_blast_shield_4";
}
} // End of frame frm-attachpt_blast_shield_4
I was the one that solved the capital(C) thingy in a hex editor so all four cats would work...hope this helps as all 4 of my shields work...If your 4th cat works then there is just probably a typo in your anim name and it is not linking it
Noshadez..the 1st to figure out in FS2002 to overide lighting on things like tree objects so there is no shading on them..the result-- trees that look right..IE Noshadez