Quote: "I don't know about blender but with milkshape you can't get anything to animate at all without at least attaching it to a joint and I've never run into any of those issues . I guess it just depends on the program you're using"
If i remember right (i do mix up multiple topic into one from time to time lol) it was a quite a big topic issue a while back, someone had issues where when he scaled an object in the editor it scaled fine until he lightmapped, then it would revert to a different size or something like that, Lee investigated and found it was because the entity had bones and was using the basic entity fx and recommended not adding bones to non character entities. Not sure if it was something that was fixed, or if it was still an issue though.
I don't know how Milkshape works, never tried it. But in Blender you can do animations without bones, you set the part that moves as a separate object in the same model, then on the timeline you create a keyframe that records the position of the objects, move to the point where you want the animation to end on the timeline, then move the objects to where they should end up at the end of the animation, and save a keyframe, then blender works out what happens between the keyframes, and you can fine tine it via changing markers on a graph.
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