Original Post
Now that the problems with the normal animation have been taken care of, I''ve started looking into handling an actual usable form of animations. However, I need some input and some help before I begin a full implementation.
The first option I came up with was to fill a model with about 300 frames using different imported SMD files from half-life (and creating my own using the 3dsMAX SMD exporter). Of course, then, I''d need a way to use Bret''s awesome code to play the animation from frame x to frame y on command, which seems really difficult (I don''t think there''s an easy way to throw in a couple of paramaters on the existing functions or anything, it looks like almost a whole rework of the animation portion of the loading code).
My second idea was to forego having frames whatsoever in the milkshape file, and manually importing the SMD files by adding in an importer. Don''t laugh too hard yet, try opening an SMD file, they''re simple text, a list of bones and coordinates at each frame... that''s it. This seems like it would be fairly easy to do, and it would be more versatile, as the models would be far smaller, and many models could share many animations. I really can''t figure out which of these two ideas would be most difficult to implement, and I''m looking for a lot of help here.
Honestly, I see advantages to both of them, the first one seems slightly easier to implement(though I have no clue how at the moment and would REALLY appreciate input) and the second seems more difficult to implement, but with larger payoff, since you could dynamically load the animations and put the models through them.
Any input will be greatly appreciated.
Thanks,
JudgeX