Recently I have found out it is possible to add custom animations to the default playermodel. I have managed to make animations, but most require blending with pre-existing animations such as armready. Those animations have to be recreated as close as possible, or overwritten with new ones. To set it up for exporting, just add detail32 and shape then parent the bone group to it and export animations as .dsq. Priority of armreadyboth is 14.
http://www.mediafire.com/?r64v95akfe0aezoThe minifig which I have has bones which are not rotated correctly. Basically the skeleton is telling the game what to do regardless of what the minifig in blender looks like it is doing.
To get a correct bone rotation, I am currently working on overwriting
m_Armreadyboth.dsq but I am only working on the right arm for right now. To test the animation in game, i type /hug or wield guns akimbo. Opening the armreadyboth file allows me to see which bones are included in the animation. Most are just blank root frames, but righthand, rightarm, lefthand, and leftarm all move during the animation.
main start Hip Torso RightArm RightHand RHand100 Rarm100 LeftArm LeftHand LHand100 Larm100 Head HeadSkin100 chest100 Mount2 RightLeg Rshoe100 LeftLeg Lshoe100 pants100 Eye D h
/<5Kp&7ZRR^gV>N ~ -S<P'ܩRNRxUN armready = = 0
The custom animations are overwritten in a script written by chrono
http://www.mediafire.com/?3hsgl4j49q7cgcrJust replace the animations in that folder, change playertype to animation test, and play the thread you need. Custom animations that are not defined can be added in as well.
If this ever works out, full body animations can be added without using hands. Possibilities include- Sword animations, kicking animations, flipping mid air animations, waving your hand animations, and so much more.
I cannot figure out the correct rotations for almost all of those bones alone. That's why I suggest this being a multiple person project to fix this up.