The Walking Dead A New Frontier - .anm

Skeletons, animations, shaders, texturing, converting, fixing and anything else related to read game models
ppHop_gazatu_bbaper
Posts: 5
Joined: Thu Jul 18, 2019 8:41 pm

The Walking Dead A New Frontier - .anm

Post by ppHop_gazatu_bbaper »

Recently, a lot big discoveries have been made in a build of Guardians of Galaxy, in terms of unused content from the supposed game TWD:ANF. Most of the leftovers are a bunch of .anm and .chore files that I have no idea how to export. I've seen no one actually bother to ask anyone either to look into the .anm extension (for the Telltale Tool), but it might be time, since there's a lot of content and to go through and to restart the game every time, just to see the animation for a split second is just time consuming.

Here are the files: https://mega.nz/#F!lFIV3ISC!S8n_dGGmqy9tKU7xIsKOtw

(I figured .chore would be useless, since it doesn't contain any animation data, I theorize that the .chore actually contains the settings of the animations, if it's fast, if it's low, if it loops, etc. I only included it just it case it can give more insight on how the .anm works.)

Some useful info: Telltale always did most of their animations in Maya, only rarely they would make the animation in 3DS Max.
Bleech Studios
Posts: 11
Joined: Tue May 19, 2020 10:15 am

Re: The Walking Dead A New Frontier - .anm

Post by Bleech Studios »

if u see on my libtelltale project (search on GitHub) I’m doing .chore right now it’s nearly done and I’m doing wbox then anm after so u can wait for that to export from all games newer (and incl.) than the wolf among us