This add-on imports Animation:Master models into Blender. The following happens during import:
The add-on also imports animations in .xform format, as exported by this Animation:Master plugin.
Get the add-on here: https://sourceforge.net/projects/blenderbitsbobs/files/
The name of the file is io_scene_am_import-*.*.*.zip.
The add-on requires Blender 2.77a or later.
Important: A note on bone orientation specifics. Blender and A:M use different rest-pose orientations for bones. In Blender it's +Y that looks "down" the bone, and in A:M it's +Z. Therefore, if you try to apply A:M animations unchanged to a normal-looking Blender armature, it'll come out wrong.
The add-on supports both orientations for models and animations; the bone orientation import option can be set to either A:M-native or Blender-friendly. Whichever option you use for model import, stick with the same option for animation import to get correct results.
To help you track which option was used during the model import, the add-on names the imported armature object and associated armature data either "mdl_armature_am" (for "A:M-native") or "mdl_armature_blen" (for "Blender-friendly"). You might want to rename the armature object, but you're unlikely to have to rename the armature data (nobody ever bothers), so it's a simple hint that won't get lost.
To import a .mdl file, click File | Import | Animation:Master model (.mdl).
To import an animation in .xform format:
Notes:
- The importer transfers the keys defined in the .xform file to the fcurves of the armature's bones. If your armature is rigged with constraints, drivers and IK, and those are enabled, don't expect the resulting animations to match those in the file. However, the keys will be there, so when you disable your extra rigging features at any time, you should have a faithful representation of the animation in the file.
- For bone rotations, the importer sets keys on both the Euler and quaternion channels.