ya i noticed, but today a second year artist at my school was talking about "deep exploration" a program that can almost open any file and export it to many other file formats and one of those types is .m2. so it may work with that, but i will have to do some research .. he did tell me that the m2. format saves a compressed .OBJ file for every frame of animation (so you have pure vertex animation) and this is quite similar to the .mdl files we use at school for "A7 Gamestudio". and to properly use these animation you will need to specify every frame that has animation before exporting and then within you software you say what frames are what animation. It seems WoW uses the exact same method if you look at this picture of the model viewer.
http://img.photobucket.com/albums/v1.../uitlegwow.jpg
As you can see the total animation is probably around 200 frames or so and they just call different parts of the animation all the time .. I think they already put these "Naming conventions" withing the 3d file before exporting .. so they already properly named it before exporting ... so i actually think if someone is able to write a small plug-in for maya that lets you make this markers before exporting we might get pretty far :<.
i can upload the maya to .MDL file converter script if that might help anyone. (its the format we use at school which is actaully pretty similar to .m2).
lol your right .. but i like building stuff from scratch![]()
hmm textures on what ?? .. my models ? .. well normaly i just uv map them and then paint a texture :P. And then i use cyrects tools (or something) to properly link my texture to my model (after you linked a texture to your model don't rename it in Myworldofwarcraftstudio because he won't be able to find it that way), but i have no idea how to add multiple textures tough for if your using Alpha mapping :<.