@Getorex:
AFAIK, UDK has no animation editing tools. At least whenever I used it, I made all my animations in 3Ds Max and imported them, to use them in e.g. a matinee.
It's weird though, that you can import the animations into 3Ds Max but can't edit them. I would have thought that, once in there, they would be just like any other. I never tried to edit extracted animations from the game though. I only tried to load straight into UDK, which for me worked with some animations but not all. I never found out what determines if they work or not.
Yeah. I've also found that SOME animations don't even work with the character they work with in the game when they are out of the game.
I've been unable to successfully run any animation on any psk model directly exported from ME3Explorer, Blender, or 3ds Max.
I CAN run, for instance, a short romance scene animation for Ashley in 3ds Max on an Ashley model that is in 3ds format or a Liara model in 3ds format, even the starbrat model in 3ds format runs. If I try and run a starbrat animation from a dream sequence on the starbrat or any other model, no matter what format it is, it twists the mesh into knots and tosses them around like wet noodles.
I imported some of my ME3 models into the new Unreal 4 dev kit and THEY imported well but when I try to run that starbrat animation on any of them...tossed like wet noodles all over the place again (just for your info there is no compatibility AT ALL between UDK and Unreal 4. 4 will NOT import upk files or psk files. It will only accept in fbx).
I've loaded psa files repeatedly into 3ds Max and Blender an in no case can I find any way to edit them (they generally don't work well, if at all, in Blender so far but others have been able to get them to work(ish) - I'm just not knowledgeable enough yet to know how).