Quote: ""Conjured: I think I've fixed the problem, although I don't know how robust my solution is... For some reason there are frames/bones whose transforms are left handed, where as most of them are right handed (or perhaps the other way around). If the affected bones are animated my solution might not work, but all the talker models seem to load properly as they are.""
I couldn't wait until later to try this out, so I tested it and this is what I got...
The face is uncorrupted now when I hit the animations, but somehow the facial bones got out of whack.
I made a short video to show a simple sound file test so you can see the stock talker, then the X file of that talker once imported into then exported back out of FragMOTION. (I made no changes to the model)
As you can see, the head is now associated to one of the facial bones as it is moving up and down (down mostly, like the jaw or lower lip) as it talks.
This fix is definite progress though, but it still needs some more work.
This may actually be useful as it is now though, because a far away shot (anything other than a closeup) would be more noticable like this.
It is hard to see the mouth at a distance but seeing the head bob like this as it talks would help distinguish which character is talking.
Just a thought, so I will be using this version for some things even if you find a better solution later.
Quote: "I also made some fixes to the .dbo importer so that may be an option now too."
I'll try that next.