The conversion from hkx to kf to hkx you lose Annotations -> Sequence Tags that tell the game when to trigger actions -> PreHitFrame, HitFrame, WeaponSwing, PlaySound:xxx, SyncLeft/RightFoot, EVERYTHING gone...
But your problem is most likely your animations are a different duration then the originals (the Behavior Graph stores anim durations and ALL annotation time stamps it even can store Annotations that do not exist in the animations allowing the artist to create annotations in real time in Behavior Tool)
At least some annotations are there when the .kf is imported into 3DStudio, but I only see the start and end annotations, nothing else. It occurs to me, now, that these aren't what I'm supposed to be seeing at all, just an artifact of the conversion. I don't suppose you'd mind taking a moment to help me figure out what annotations do what and go where? Which bone are the annotations found on? (I don't want to assume)
I've seen, though, that the text files found in the "AnimationData" folders contain examples of these annotations, for instance:
DW1HM1HM_SpecialAttackPower
589
1
0
0
10
preHitFrame:0.233
weaponLeftSwing:0.333
HitFrame:0.433
weaponSwing:0.667
HitFrame:0.767
weaponSwing:1.133
HitFrame:1.233
AttackWinStart:1.588
AttackWinEnd:1.832
attackStop:1.83333
No idea what the numbers at the top mean. "10" is probably just the number of annotations. They all seem to go "Big#, Small#, 0, 0, #ofAnnotations." Not overly worried about these, but I'm curious to know what they are.
I gather that to the left of the colon is the text in the tag, to the right is the time of the keyframe it's found in. Can I just add these manually, just add annotations with exactly this text? Weaponswing and weaponleftswing seem self-explanatory (the frame where the weapon begins to swing) as does Hitframe (the frame where the weapon hits) I imagine attackstop goes at the last frame of the animation, but I don't know what prehitframe, attackwinstart and attackwinend do or where they need to be.
Another common one I see is "CastOKStart" and I'm not sure what that one does either, though I could hazard a guess.
"FootScuffLeft"? Is that just a cue for audio/visual effects to be generated by your foot when it moves?
I don't see "SyncLeft/RightFoot" on many of the animations in the file, when is this used?
Anyway, thanks for all the help.