What you do is this:

Take our project files and convert them using interchange to OBJ files.
So you may have walk.obj, run.obj, etc.

Copy run.obj to data.obj
Run convobj
Wait a while (some long ones take a half hour or more)
Then copy aniv00.3d to a1.3d

Copy walk.obj to data.obj
Run convobj
Wait
Copy aniv00.3d a2.3d

ETC.

Then run joinanim

You will have an aniv00.3d of all the animations joined

In Unrealed, under options, preferences, turn god mode on.
Now you can you must locate in Unrealed, the script that references that character.
(If the one you want to add to does not exist, you will
have to add it)

Double click on it to bring up the script.
You will notice the exec command that references the animations.
This is what must be modified to add new animations.

In the first exec, you will notice the .3d files are referenced,
copy that new aniv00.3d file you made to the same file that
is referenced in this exec command.

Set the Seq=All numframes to the total number of frames in the
animation.

Now change all the exec commands to alwaysexec and press f7. Now
change the alwaysexec to exec.

Now, if things went well, you can pull up the meshviewer and find the
mesh and the new animations will be there.

Now click on pawn in the class browser, select
text actor classes (.u) and save, use pawn.u to save it as.

Now if you exit unreal and delete the unreal.ucx, all change will be
permanent.
