SinbadEV wrote:
What? Why would you need to mesh deform skeletons? They are ideally
suited for jointed animation.
I clearly meant the archer's bow!!
I dunno man, I guess I meant an industry standard* animation format that supports skeletal/hierarchical as well as mesh deformation.
I don't know what Spring supports, but from the examples in Spring games I've seen, models/textures are way better than animations.
I assume there's a limit to the Spring in-house animation system (lua coded?) if that's what's being used.
Correct me if I'm wrong...
*industry standard animation format - there is such a thing, right?