Attaching sounds and particle effects seems pretty straight forward - the one part I don't really understand is the FTimedTriggerTransfer entries - possibly they have something to do with transfering effects from one animation state to another.
It is pretty straight forward. You just have to have the right bone in the right place in your rig (if you're making a rig from scratch, think about it before rigging your model. Check similar units already existing to see what they are using and what effect is attached to it. Basically doing research and planning is the key here. If you are using Civ5 animation, the bones should be in the right place already so no problem. You can always add a bone at the place you want, and use it just to trigger the fx. These bones don't need to have any vertices weight so it won't be a problem) I thought the FTimedTriggerTransfer was driving how animations were transferring from one another. In Granny viewer you can see it's using Weights a lot for mixing animation, so I thought it might have something to do with this kind of thing, working the way Animation Layers work in 3d softwares, but I might be completely wrong. Your explanation seems way more accurate. I've only managed to see the effects playing in the Run animation, when the fx_bone is travelling on the map.
I'm working on a Boeing unit for Gedemon at the moment (it's nearly done, just need to paint the textures). I've put quite a few fx_bones so I'm gonna try doing some test with that, considering I'll have a lot to play around with.
A couple of things it would be good to try with this which shouldn't be not too difficult are:
1) Make a fire breathing dragon by attaching the Byzantine Dromon flame attack.
2) Make a wizard/mage who can throw fireballs - I think you could probably test this with the Atlatlist - just by switching the Atlatl animation for Catapults fire attack animation.
That's a good idea, I might try that when I've got time. Modelling and animating Organic things is not my speciality, I'm more comfortable with Mechanic things, but I'll give it a try. I've got quite a few friends of mine that could animate this for me. I don't think it's gonna be hard at all to attach these effects though so I'll give it a try!
One thing is that it doesn't look like it is possible to edit or add new particle effects as easily as you could in Civ 4. The particle effects themselves are in psb format. It looks like the pro software Fork Particle Studio can export to this - but I'm not sure what else. Anyway, I'm sure there are lots of creative ways that the existing effects could be used.
I've tried to open a few but yeah, they are weird as they don't even open with Photoshop (which psb format usually comes from), so maybe it's just a complete different thing. I'm not a particle kinda guy anyway so I'll be happy rigging the existing effects already provided for us by the game. They are plenty really nice ones!
I've got a template related question for you Deliverator. I've tried to export a NB2 of some units (bomber, frigate and galleass) but when I try to import them into Blender, nothing happens. I'm using all your latest scripts, and the latest Nexus Buddy, so I don't really know why it's not doing anything. The NB2 files definitely contains information. It's not a really big deal as I'm making the rigs myself but I like to see how the existing units are laid out and rigged, just for reference, so I thought I'd ask.
Another thing, a couple of times when I opened a GR2 into Nexus Buddy, and saved it to view it, it looks like its duplicating the model. It appears twice in the Model and Material list. And even if I reopen a fresh clean version of the GR2, it still shows me 2 (or 4) models, even though I just opened an original file. Do you have any idea why is this happening?