Nice.... It's auto animation export then, so if you specify an animation sequence in a model, the "named" animation is automatically exported along with the base model.... I still have a little question, how do we animate the damn tank treads? is it still in a similar process as done in c&c Generals modding? where its just the textures that is given an "animation effect" but not the tread model itself being animated? its funny lookin at the treads turning but seeing the wheels of the T4B solidly steady (Coz the wheels were part of the chassis frame model).......... Another funny animation style done by petro guys was the Juggernaught Transport in FoC, the wheels reallly do turns around when the vehicle moves but when the vehicle turns around to face another direction the front wheels never turns sideways???? I think that the modding guys in this forum can do a lot better than the artists of petroglyph if given the proper tools and modding guidelines/documentation. I've tested a very high poly vehicle in-game (somewhere around 15000 polygons), fully detailed and sporting a complete set of shader enhanced textures. built around a hundred of them in-game (by modifying the cap limits) and saw proof that the ALAMO engine could very well handle such extreme model detailing..........yet what we've got is low poly, poorly detailed, meagerly animated, and poorly textured 3D objects...............