well...lets see, theres good news and bad news..
the good news is I was right the animations DO play upon death and Twitch
the bad news...well theres several.
1) The animations DO NOT use a seperate EAST BAM, in other words the game will mirror the animation. so maybe for todays high end computers(I tested on 1.5 ghz proccessor) this is fine, but I also tested it on my 400mhz machine and the framerate suffered horribly.
2) The animations use a series of angles not present in any of the other IE animations for creatures.
so lets take an IWD monster animation...there is a S,SW,W,NW,N,NE,E,and SE a total of 8 seperate animation angles
BUT the MAM,KURT, and DOC uses 17! ...so theres S,SSW,SW,SWW,W,NNW,NW,NWW,N,etc..
Its still do-able (by tripling the SW,NW,NE,and SE animations) but relates in some wierd issues...namely the creature facing slightly the wrong way when walking..it looks...well kind of ..off.
3) There is NO Sleep or Get Up animation...it just plays the death animation upon being put to sleep and then reverses the death animation IN-Game to play the Get up animation....this will probably look wierd if the Death animation uses spilled guts and blood.
If your still interested this is the format to create a MMAX,MDOC or KURT
MMAXG1
consists of :
Walk
Stand Combat
Stand Down
Get Hit
Dead
Twitch
MMAXG2
consists of:
Attack 1
Attack 2
Attack 3
Attack 4 (this is for xbows or longbows...one or the other..your choice)
Attack 5 (this is used when a throwing dagger,axe,dart is used)
Casting of Spell
Spell Release
and the weapon uses the 2 letter prefix at the end of the animation
so if I wanted a short sword I would create the animation the same as above and call it: MMAXG1S1 and MMAXG2S2 respectively.
NOTE: Each animation must consist of 9 sequences:
9 (True North)
8
7
6
5 (True West)
4
3
2
1 (True South)