1 |
@Anarchid: What is the solution then (for ZK and Spring more generally)?
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1 |
@Anarchid: What is the solution then (for ZK and Spring more generally)?
|
2 |
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2 |
\n
|
3 |
Should we:
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3 |
Should we:
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4 |
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4 |
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5 |
1) Improve and support plugins that convert $EXTERNAL_EDITOR (e.g Blender) formats to Spring? I think you've used these things before for Gravitas (and other LD games?) and it worked out well as far as I'm concerned.
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5 |
1) Improve and support plugins that convert $EXTERNAL_EDITOR (e.g Blender) formats to Spring? I think you've used these things before for Gravitas (and other LD games?) and it worked out well as far as I'm concerned.
|
6 |
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6 |
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|
7 |
2)
Add
standard
$ANIMATION_FORMAT
support
to
the
engine
itself.
I
think
this
is
partially
useful
for
mesh
deforms
as
well,
and
there
was
some
work
in
that
direction
before.
I
don't
know
the
limitations
of
this
approach,
and
if
it's
related
to
the
synced
nature
of
the
engine/aiming.
|
7 |
2)
Add
standard
$ANIMATION_FORMAT
support
to
the
engine
itself?
I
think
this
is
partially
useful
for
mesh
deforms
as
well,
and
there
was
some
work
in
that
direction
before.
I
don't
know
the
limitations
of
this
approach,
and
if
it's
related
to
the
synced
nature
of
the
engine/aiming.
|
8 |
\n
|
8 |
\n
|
9 |
3)
Create/improve
in-engine
tools
for
animating.
ToolBox
had
one
such
animating
software
prototype
(
made
by
CarRepairer/knorke
if
I'm
not
mistaken)
,
and
I
was
thinking
of
making
a
more
advanced
version
of
that
in
SpringBoard
in
the
future.
|
9 |
3)
Create/improve
in-engine
tools
for
animating?
ToolBox
had
one
such
animating
software
prototype
(
made
by
CarRepairer/knorke
if
I'm
not
mistaken)
,
and
I
was
thinking
of
making
a
more
advanced
version
of
that
in
SpringBoard
in
the
future.
|
10 |
\n
|
10 |
\n
|
11 |
4) Something else?
|
11 |
4) Something else?
|