I do know what you mean with the last thing
But where and how do I edit the stck animation
Because when I use a model that's like laying flat, and change direction of how I want it to stand it automatically changes the animation direction too. Can the 'orbit around player' found in genie files?
stck file has animation keyframes, and some other data, but mostly it has a reference to a BONE/VERTEX GROUP NAME stored in the .ski that its gonna be used on as to which part of the model to move ok? for example if u have a .stck file thats intended for making a player WAVE their hand right its gonna be a .stck file that effects the 'Hand' bone group / vertex group of the player model.
Similar to this, all models .ski have at least one or more bone groups, if its just a weapon model which is not a soulsphere its gonna have a bone group that is the entire weapon mesh, and then a group that is the handle of the weapon or something, it just depends.
u need to:
1. find the animation .stck file of the orbiting around the player animation
2. look inside the .stck and see what bone group its trying to animate to and then change it to the bone group name inside your weapon model .ski
3. in the ECM for the weapon u will need to make it have a combine act looping the state of orbiting around the player with the .stck name put as the BaseActName
4. There is a method to link an .ecm file into a .gfx file content so u can spawn the .GFX ingame with d_gfx and its a gfx but basically a ECM, and u can link that .gfx to a weapon or a fashion etc
5. idk how you are linking it ingame to something, like a arm fashion with just that on it, on an actual weapon model, or etc. but how you will link the model to ingame will depend on how u have to add it.