1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-16 05:49:56 +00:00
openmw-tes3mp/apps
Chris Robinson 360f7bfac8 Apply animations to bones manually
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.
2013-01-30 07:04:18 -08:00
..
esmtool to_utf8, Utf8Encoder: pass encoding as constructor parameter 2013-01-06 01:37:58 +01:00
launcher to_utf8, Utf8Encoder: pass encoding as constructor parameter 2013-01-06 01:37:58 +01:00
mwiniimporter more string lowercase 2013-01-09 20:51:52 +01:00
opencs disabling dialogue sub-views for now 2013-01-22 11:50:08 +01:00
openmw Apply animations to bones manually 2013-01-30 07:04:18 -08:00
openmw_test_suite Added fix for not visible pthreads functions for linker with glibc 2.15 2012-08-20 00:18:40 +03:00
doc.hpp first set of additional doxygen comments 2010-09-25 15:03:53 +02:00