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360f7bfac8
Couple reasons for this: * This paves the way for allowing animations specified in other skeletons to be applied to the character (NPCs and certain creatures can have multiple animation sources, but Ogre is incredibly strict when it comes to sharing animations between skeletons). * It will allow for entities to be animated based on the character's skeleton, without having to duplicate the mesh for each skeleton it can be used on. This doesn't impact Ogre's ability to efficiently deform skinned meshes, nor does it get in the way of hardware skinning. |
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esmtool | ||
launcher | ||
mwiniimporter | ||
opencs | ||
openmw | ||
openmw_test_suite | ||
doc.hpp |