The animation import script:
http://ghost.halomaps.org/bluestreak/animation/You can import an animation from a compiled .model_animations tag into 3ds max onto a model with the same node setup. You can import gbxmodels with the gbxmodel import script (updated version here:
http://hce.halomaps.org/index.cfm?fid=6085)
Once you make your desired edits, you can export and compile the custom animation(s) into a new animation tag.
You then use km00's animation editor tool to inject the new animations into the original animation tag. Strictly speaking it requires you to *overwrite* existing animations so you'll need to insert some dummies onto the end of the tag. It also matches overwrites by name so make sure the animations you're overwriting have unique names or unexpected things could happen.
When you're done injecting the new animations you save the result into yet another new animation tag. Then you're done.
Edited by teh lag on Nov 6, 2012 at 01:26 PM