I didn't get your files yet, but I think I see what is going on after reading your last post.
I am not sure what 3D modeling package that you are using.
Are you using models that were exported with animation, then extracting animation data from them and applying it to models that were exported with no animation? If so, that will not work correctly. When you use a model that was exported with animations, it sets up the "original" positions and rotations differently than a model that was exported without that animation data. All you should have to do is add a dummy keyframe or two to your models that do not have any animation data in them.
I have also added a command called EnAn_ObjSaveNoAnims that will remove all animation data from your object (for faster loading times) and save it as a .dbo.
In practice, I would do the following:
Media preperation:
-Create your models and animations in your modeling program (Make sure all models have at least a couple keys of animation data)
-Make a program to extract the Enhanced Animation data files from your object
-Save copies of your models with the EnAn_ObjSaveNoAnims command.
In your game:
-Load the .dbo models saved with the EnAn_ObjSaveNoAnims command
-Load the EnAn animation data files
-Apply them as necessary
I can see this causing some confusion with people. I might look to see if I can find a way to better know how an object is initially set up. I'll see what I can do about that, but really it looks to be a minor issue.
...that is of coarse if I understood you properly!
Thanks for the feedback!
-Ron
EDIT:
I just got your e-mail (it actually got thrown into my spam box for some unknown reason). I DID understand you correctly! So evething that I said above is true.
Nice models by the way
EZrotate! TextureMax! Enhanced Animations! (coming soon....) 3D Character Maker! (coming soon....)