Add .anim support from forge for testing, and fix export filter
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@ -141,6 +141,16 @@ namespace Bfres.Structs
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else
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throw new Exception("No skeleton found to assign!");
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}
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else if (ext == ".anim")
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{
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STSkeleton skeleton = GetActiveSkeleton();
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if (skeleton != null)
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ANIM.CreateANIM(FileName, this, skeleton);
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else
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throw new Exception("No skeleton found to assign!");
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}
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else if (ext == ".seanim")
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{
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STSkeleton skeleton = GetActiveSkeleton();
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@ -21,7 +21,7 @@ namespace FirstPlugin
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public static string BONE = GetFilter(".bfbon");
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public static string FMAT = GetFilter(".bfmat");
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public static string FSKA_EXPORT = GetFilter(".bfska", ".seanim", ".smd", ".chr0");
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public static string FSKA_EXPORT = GetFilter(".bfska", ".anim", ".seanim", ".smd", ".chr0");
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public static string FSKA_REPLACE = GetFilter(".bfska", ".chr0");
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public static string FMAA = GetFilter(".bfmaa", ".gif");
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@ -48,7 +48,7 @@ namespace FirstPlugin
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else if (type == typeof(FMAT)) return FMAT;
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else if (type == typeof(FSKL)) return FSKL;
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else if (type == typeof(BfresBone)) return BONE;
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else if (type == typeof(FMAA) && IsExporting) return FSKA_EXPORT;
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else if (type == typeof(FSKA) && IsExporting) return FSKA_EXPORT;
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else if (type == typeof(FSKA)) return FSKA_REPLACE;
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else if (type == typeof(FMAA)) return FMAA;
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else if (type == typeof(FTXP)) return FTXP;
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@ -122,6 +122,7 @@ namespace FirstPlugin
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case ".bftex": filters.Add(ext, "Binary Texture"); break;
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case ".astc": filters.Add(ext, "Adaptable Scalable Texture Compression"); break;
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case ".chr0": filters.Add(ext, "CHR0 Animation"); break;
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case ".anim": filters.Add(ext, "Maya Animation"); break;
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default:
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filters.Add(ext, ""); break;
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}
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@ -6,9 +6,11 @@ using System.Windows.Forms;
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namespace Switch_Toolbox.Library.Animations
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{
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//Todo rewrite this
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//Currently from forge
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//https://github.com/jam1garner/Smash-Forge/blob/3a5b770a96b2ba7e67ff3912ca23941851f6d9eb/Smash%20Forge/Filetypes/Animation/ANIM.cs
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public class ANIM
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{
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private class AnimKey{
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public float input, output;
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public string intan, outtan;
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