An animation only makes a reference to a skeleton file. The animation channels make references to bones in the external skeleton file by index number. Applying an animation to a different file would just mean changing the name of the skeleton file referenced by the animation file. Note that the new skeleton file should have at least as many bones as the old one.
This would mean though that the order in witch the bones were exported in the original skeleton file also has to be the order in witch they were exported in the new skeleton file. If this is not the case you get the wrong animation channel on the wrong bone.
All the above conditions kind of rule out simply renaming the skeleton file reference in the binary w3d file.
The easiest way in my opinion would be to import the animation file, rename all bones used to existing bones in the target skeleton file and export it again as a pure animation.
In your case, import the 'Legolas firing a bow' animation. Rename all bones created to the matching bones in Aragorns skeleton. Then export using Aragorns skeleton.
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