According to a post, by one of the MS admins, I found on MilkShape's forums:
There is no rotate all tool available. You have to rotate the mesh, the root bone in reference mode and the root bone at all set keyframes in your animation. There is no need to redo the rest of the animation.
Anyone care to decipher what he is talking about?
"Matty" had previously stated (some 2 years ago):
After loading the model into Milkshape make sure that ANIM is turned off. Select the root bone. Select rotate. Type 90 degrees, 180 degrees or however much you want it to rotate. Do Not use the mouse to rotate it but enter an exact value. Then repeat the process by selecting all the vertices, select rotate and type the same angle into the text boxes. Once again do so by entering the values directly rather than using the mouse to rotate.
So, "Matty" is partly right coz I tried it and found some success with my version (I worked this out myself):
Load the model in MilkShape
Using the right-hand (Model/Groups/Materials/Joints) menu - click on the 'Select' button in the 'Model' Tab
click on the 'Joints' tab - select the ROOT bone (probably the top bone in the list)
Click on the 'Model' tab - click on the 'Rotate' button - this brings up 3 boxes for X, Y and Z
Type in 180 into the 'Y value input box' - click the 'Rotate' button which is to the right of the X, Y and Z boxes
Now use the click on the 'Edit' menu in the title bar and choose 'Select All'
Now in the right-hand menu system (make sure you are still on the 'Model' tab - you will see 'Rotate Options' (just above the Z, Y and Z input boxes) - It will proably be at the default 'Centre of Mass' - change this to 'Origin' by clicking the 'Origin' option.
Whilst still in the 'Model' tab, just click the 'Rotate' button again - the value will still be set to 180
So, what am I missing in all of this? My way and "Matty's" still results in a slightly screwed-up skeleton (when you animate it - it looks okay when static). What's the MS admin guy mean when he says:
You have to rotate the mesh, the root bone in reference mode and the root bone at all set keyframes in your animation
Exactly how do I do the 'keyframes' bit? Can someone explain that bit to me, then I'll give it a go.