Plougot:
Quote: "I animate my models with max and I export them in .X with Kw export. I extract and load the animations with Enhanced animation, and it works perfectly, except the animation of the "root object" of the biped. With DBP normal animations, it works, but with Enhanced, when my model crouches, he floats.
I noticed that with your example, the animation of the model hadn't this problem. Maybe there's a way to export .x ?"
I typicaly use the Panda exporter for Max. Make sure you export to matrix keys instead of position/rotation/scale keys. You will get better results with EnAn.
As for your problem, did you try applying the animation to the parent limb of the one that you are currently trying to apply it to?
Quote: "My second problem is more simple : the fifth example doesn't work. I run, and I just have a black screen. I waited, and nothing happened. But maybe I just didn't wait enough"
Example 5 *could* take a LONG time to run depending on your system specs. It is doing a lot of data manipulation!
Cash:
Quote: "I'm now the proud owner of Enhanced Animations. I've got a question though - how can I delete a single frame of animation from a model? I see a command to delete keys, but I'm not sure how to approach this. For instance, I have a model with 2300 frames of animation and 2 keys.
I'm creating a personal editor that will remove unecessary frames of animation from a model. For this particular project I want to save the resulting model in .dbo format, as Geisha House won't be using Enhanced Animations. I just have some models with lots of extra frames, the FPSC models for instance. I need only about 500 of the 2300+frames that it has."
I answered your question by e-mail, but I'll post it here too in case it is helpful to anyone else:
When animation takes place, EnAn first looks to see what frame of animation the model is on. It then figures out what keys it is between. Using that info, it figures how far between the keys the animation is, then interpolates accordingly. Deleting a frame of animation (not deleting keys) shouldn't really improve performance (if that is what you are after). Deleting keys would improve performance (although you would then lose quality in the animation).
If you DID want to delete frames of animation (not keys), you could simply shift the times of the end keys. For instance, in your example you had a model with 2 keys of animation that was 2300 frames long. If you wanted to delete a "frame" of animation, you could simply modify the time value of the end key to be 2299.
All of EnAn's animation data is stored externally from models. This is done for many reasons. You can load animations and apply them to multiple models. You can also use EnAn to save your models with no animation data in them. This can greatly reduce overheads of having similar animation data loaded into each model. Because of the way all of this works, there currently isn't a way to modify animation and re-save it into a model file. Instead, any of the modifications that you do through EnAn can only be applied to the animation data that is held external to the object in the animation data file.

a.k.a WOLF!