Re: animation! (in case you wanna animate teh kittehs!) 1) Make your model 2) Give some animation to that model (like idle animation, walking, whatever) and save, call it something like "KittenBase" or "KittenIdle" or something (we'll have to come up with a standard) 3) To make another animation, do a "save as" of that file and save a copy, and edit that animation 4) repeat step 3 for each animation you want to make 5) If you ever want to edit how the model looks, just edit the origional model (ie the "kittenidle" file) and you dont need to worry about the other files (in fact the other files dont need any model data i dont think, they just need the animated bone data). 6) If you ever want to add or remove bones, you have to do it to ALL the animations for that model unfortunately this is the really rough system as it works currently, as we start using it we'll hit snags and those will get smoothed out (: but yeah, if you Eric do the above, Kent can actually play around with playing animations at diff times. Like Kent, you could have a variable per mob that was it's "State" ie... 0 = sitting there wagging it's tail 1 = walking 2 = running 3 = angry growling and you could make the script play the right animation based on which state each mob was in, and could make the script move / shake / whatever the model as is appropriate for their state. ::shrug:: On Wed, Jul 22, 2009 at 5:34 PM, Apache User <dhapache@xxxxxxxxxxxxxxxxxxx>wrote: > User:eric > > Message: temp kitten ;o) > > <Files Changed> > A Art/Models/Enemies/kitten.ms3d > > >