Your profession..?
Weird how you're saying you're a professional, yet, you don't seem to understand frames.. Which would be your "job" in it's entirety.
It's also pretty odd how you're incapable of making simple mods that would take one of us seconds to implement.
You know how to uninstall?
Ooooh, 3 whole years! I've been modding for what, more than 5 years now?
I worked on documenting the file formats.
I've made a renderer for the PMG/FRM format.
It's also pretty concerning that you've apparently been modding for 3 years, but only learned anything about uninstalling less than a year ago..
So, my response to your post can be summarised by:
I'd respond to the rest, but it's rather pointless as we've already covered how you're basically inept in your chosen field/generally.
Thanks for the offtopic lulz though.
PS: I can't get off my high horse! IT'S TOO TAAAAAAAAAAAAAAAAAAAAAAALLLLLLLLL.
Back at the topic though:
It's pretty annoying how limited your ability to do things becomes with hackshield active.
I was making simple programs to use olly/IDA on, so I could learn some ASM, and now the client freaks out when just the visual studio debugger brushes it's virtual shoulder, let alone should I run olly.
Thats quite some arrogance there. One, I was in my third year a year ago. My ability to animate and rig has nothing to do with being confused about importing something into a primitave outdated system. I've created various mods and gotten them to work since then, but back then I was unfamiliar with this system. You look at technical prowess as artistical prowess. You have not seen 1 animation or rig I've created. You know nothing of me, you've seen 2 posts i made a year ago and decide all that stuff about it?
And for a while the tiara uninstaller, when you ran it, all that would happen is it would run the loading bar, despite the uninstaller working on the last patch, but everything would still be there. It has since fixed. And again, I shouldn't even be arguing with someone who thinks something a year ago would be relevant, when they don't even know the details.
In dragon nest I can mod with ease. It is more advanced, and much easier to impliment into the game engine, using .3ds files which also contain the bones in it, allowing me to make completely new models to replace in game ones with without truoble, and not having to resort going to some primitive .PMG file or .frm which nobody uses. In this game, it is much harder to do custom PMG swaps, which is why I was confused about the .frm files. But again, arguing with someone as arrogant as you really has no use.
So lets look at your little analysis:
"I pick up threads you made a year ago, Haven't seen 1 animation or rig you've made, I'm unfamiliar with your work, and I haven't asked you about any details, but you suck. I didn't understand that you were talking about a .frm file which is the bone structure for the models, but i'm going to stupidly assume you were talking about animation frames. I don't understand that this technology is very old, and the engines that you do use such as UDK and unity are very dissimilar to Mabinogi's. I understand that you were in your last semester at the college you attended at the time of your posting. I assume that you've been in limbo for the past year, and went into hibernation. You probably just sat there and didn't improve your skills, or get a job in the field. You probably didn't graduate last year, and probably didn't get a couple small off-site jobs to get your foot in the door. Blah blah blah, i'm a pretentious jerk."
AND FYI, animation and rigging skills =/= knowledge to import something in a game engine which you aren't familiar with. In your training course at a company you are trained to understand how to operate a new game engine, and how to import and export. The engineers often give the design team tools to quickly import and export something into a game engine, so they can get their assets in there quickly, for the engineers to work with.
And of course there's the matter of, you're not even importing stuff into the game engine in this game, as a user you're just modding and swapping out files. If you make a model that doesnt fit to the frameowrk, it's not going to work, or at the very least it will look weird as hell. The reason is that it is applying skinning data and bones from whatever you're swapping onto your model. A .frm file was confusing, is because when you make a rig yourself, your creating bones, networks, nodes, ik, fk (which a game engine doesnt take, aside from the basic skeleton), and more importantly skinning. A .frm file isn't just putting in bones from maya or 3ds max, and apparently the only way you can edit them is in a hex editor, or something that is overly complicated, rather than just laying down new bones. From what I saw there was no way for the game to receive skinning data from you, nor was there an easy way to edit the framworks, because the transformations use the human framework. To change the human framework even if you could figure it out, would screw up all of the normal human models.
And please, don't ever try to tell me what my job entails. Just reading your post made me laugh, and made me realize you don't understand anything about animation or rigging. If I asked you what did it take to animate something (especialy 3d animate), and you thought it was "just frames" in its entirety, you're a moron. And if i asked you, do you understand what a rig was, and you thought it was "frames" you're wrong because rigging doesn't involve any animation or frames. And seriously, you don't know what a .frm file, or framwork/bone structure is? Or skinning? Do you think the models just automatically work for the engine willy nilly?
Oh yeh, and lets see you get a working model of a spirit weapon to replace human paladin transformation, have it look perfectly fine in game in "seconds". Because guess what genius, you can't just replace the model file, otherwise you get what is in that picture there, which again goes to show that you don't know crap about what I was talking about in the first place. The spirit model uses a different framework, and you cant replace the human framwork with the spirit weapon model framwork because everything will screw up. The only real way to do this, is to completely remodel the spirit weapon intricately to fit the human framework and have all the skinning work. That's why most mods are weapon mods, because they are static, and dont require movement, or anything. It just goes in your hand, which allows you to create virtually any weapon you want, and even change the animation of the type of weapon your replacing.