1. How i can build aif+anm if it ingame (engine) already, i can open anm with notepad++ and add some callback, but how i can put that animations in build? bcs i dont have Sourse->Asset files, only resourses.
You shouldnât need access to the source animation files so long as you create an aif file in source with the same name as the .aif file that exists already. For example, the current jump animation named âHero01_Sword1H_Jump01.mshâ uses the .aif file called "Hero01_Sword1H_Jump01.aif"

With that in mind, if you add a new aif file to source with the same name, it should add in your changes to the animation when you build. As you discovered, you can see the contents of the .aif file in the anm file when you open it in a text editor. To create an .aif file as previously described, simply copy the all the human-readable text at the end of the anm file (starting with âcallbackpointâ all the way to the last â}â ). Next, create a new .txt file with the name of the .aif you want to replace and rename it to have the â.aifâ file type. When you add it to source and build, it should update the animation (hopefully).
2. and what mif i need to use for attachments, armor(item) or characer (Hero_00) ?
Yes, you need to add the attach points to the Hero_00.mshâs mif âHero_00_Body.mifâ To do this, similar process as before, copying out the mif from inside the .msh file in a text editor, starting with âAttachPointâ all the way to the last â}â
As for your last question, Iâm not really sure how youâre attaching those FX (on the armorâs mif or via the skill setup we discussed). If the attach points & FX are on the armorâs mif, there could potentially be a number of problems. Rather than trying to troubleshoot them all, hereâs what a .mif from one of our shoulders with ambient FX looks like:
AttachPoint
{
name = "FXShoulder_R"
parent = "Bip01 R Clavicle"
origin = (0.299578, 0.015130, -0.036163)
xAxis = (0.620742, -0.039424, -0.783992)
yAxis = (0.775687, 0.176082, 0.605952)
zAxis = (0.113891, -0.984852, 0.139482)
}
AttachPoint
{
name = "FXShoulder_L"
parent = "Bip01 L Clavicle"
origin = (0.323263, 0.006864, 0.023845)
xAxis = (-0.021226, -0.996685, -0.101737)
yAxis = (0.909487, 0.022952, -0.416397)
zAxis = (-0.415157, 0.100960, -0.905132)
}
CreateEntity
{
attach = "FXShoulder_R"
entity = "Records\FX\ItemFX\MagicalFX\glow_Necrotic_Med01_FX.dbr"
}
CreateEntity
{
attach = "FXShoulder_L"
entity = "Records\FX\ItemFX\MagicalFX\glow_Necrotic_Med01_FX.dbr"
}
Once you have the FX on the msh in the viewer, you should be able to test and see how it follows the characterâs movements by loading one of the player animations onto it and playing through the timeline.
I hope that helps, let me know if youâre still having issues!