jam1garner / jam1garner/Smash-Forge
ANIM.CreateANIM() missing bones Taiko Wii U 2
- Dominant language
- C#
- Stars
- 152
- Forks
- 60
- PR merge metrics
- No merged PRs in 30d
Description
Yo, been trying to use Smash Forge to convert over some files from Taiko Wii U 2, with no luck.
My issue is that for some reason, Smash Forge isn't correctly exporting an animation file in .anim format, even though I believe I am doing everything correctly. In Maya, the animation doesn't load in at all, and I think I may have an inclination as to why.

This very much does *not* look normal to me. Albeit, this exact file was exported with an old version of forge (A commit I compiled from aprox. 3 months ago) but still shows a similar output on the very latest commit. Either this is a pretty long standing issue, or I'm just doing something wrong here. Anims display 100% fine in the viewport and everything, so I'm a bit lost here.
I think it's also worth mentioning that I had to build my own pac file in order for Forge to load in all the animations. In Taiko, the OMO animation files are all separate from each other for the model I'm messing around with, and since Forge doesn't support singular OMO files as far as I know from my testing, creating a pac using Sammi's old packmanager was my only real course of action. Hopefully this is just some dumb mistake on my end, but any help would be much obliged. Thanks.
Contributor guide
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Research direction
Start at ANIM.CreateANIM() and compare the generated .anim output with the animation shown in the Forge viewport and Maya. Check how the Taiko Wii U 2 OMO animations loaded through the custom PAC are represented; done means Maya loads the exported animation with the expected bones.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100