2011-01-09, 09:52 AM
I'd be surprised if Blender gave you only one kind of animation to work with. If you look into it, you'll probably find a number of different animation styles. That said, if you go to the trouble to make an animation that way that looks like a tinman animation, I will amend x2mdl to treat it as such. Basically you just need to paint the mesh so each separate mesh is either black or white with respect to one bone (white to one, black to the rest)
Bone+skin animation is really not a problem for Som. I just gotta finish up all the code on the scarecrow animation side. It can do anything basically, but you'll probably lose some fidelity in the process. Compressing the scarecrow animations so to yield higher sampling rates will probably be a subject of interest for a some time afterward.
PS: It seems like to me most of the Som artists used PSone tools to do stuff, though Metasequoia might be possible (I'm not sure why it's so popular around here / know nothing about it) ... the map tiles are basically just a radius of 1, which is a pretty natural number to go with if you think about it.
Bone+skin animation is really not a problem for Som. I just gotta finish up all the code on the scarecrow animation side. It can do anything basically, but you'll probably lose some fidelity in the process. Compressing the scarecrow animations so to yield higher sampling rates will probably be a subject of interest for a some time afterward.
PS: It seems like to me most of the Som artists used PSone tools to do stuff, though Metasequoia might be possible (I'm not sure why it's so popular around here / know nothing about it) ... the map tiles are basically just a radius of 1, which is a pretty natural number to go with if you think about it.