Hello Slicer,
My explanations are always kinda long, so bear with me.
The direct x file animation keys don't really contain any information that would transform your mesh.
I'll explain:
AnimationSet NoName {
Animation Animation0 {
{Cylinder_2Mesh-0}
AnimationKey {
2;
3;
0; 3; -6.620251, 3.106117, -3.861422;;,
10; 3; -6.620251, 3.106117, -3.861000;;,
20; 3; -6.620000, 3.106117, -3.861000;;;
}
AnimationKey {
0;
3;
0; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
10; 4; 1.000000, 0.000000, 0.000000, 0.000000;;,
20; 4; 1.000000, 0.000000, 0.000000, 0.000000;;;
}
AnimationOptions {
0;
0;
}
}
}
This is the code at the end of four direct x file - it's the animation information. This piece here
AnimationKey {
{Cylinder_2Mesh-0}
2;
3;
0; 3; -6.620251, 3.106117, -3.861422;;,
10; 3; -6.620251, 3.106117, -3.861000;;,
20; 3; -6.620000, 3.106117, -3.861000;;;
can be decoded as:
2; - this is the keytype for position (moving a mesh)and it's going to applied to
Cylinder_2Mesh-0
3; - number of key frames
Now this is the interesting part. The next three rows of values are the actual keyframes : 0 10 and 20. The 0; 3; means at keyframe 0, there are 3 values (x, y, z). You'll notice that the x, y, and z for all three keys are about the same except for X and Z which look like they barely move at all (decimal value). This may not matter because the scale could influence this.
Now you mentioned you add arms and legs and whatever before you export your file. If you use Notepad, you can search through your walk.x file and you'll notice that there is only one frame definition - and that's for Cylinder_2Mesh-0. There would have to be a separate frame for each of the limbs you added. Each frame would contain the information for it's respective mesh. Then, in the animation keys, you would see separate animations for each frame.
All in all, this file contains only one mesh and the animation keys that reference it's frame, don't really do anything.
One last thing, I was trying to correct the file and noticed it recentered itself when I tested the animation key. Your mesh by default is not centered - this can be fine if that's what you wanted, but when you try and position it in DBC, you will always have to compensate for an offset.
I don't know enough about gamespace, but however this was exported, it is not correct with your intentions.
Enjoy your day.