I am out of diapers (just, I think) but I don't yet qualify for KG.
Q1:
Thanks to some code by Danilo I can import MilkShape Ascii and create meshes for the old engine, which is a huge plus! It means I can roll-my-own resource file. But I don't understand enough about how the values hang together or how the new OGRE mesh format works to make the new format meshes.
.. and ..
nor can I work out how the texture info gets mapped from image to mesh, or how the bones -> skeleton file gets created. So my entities end up with eyes in the belly button and tyres on the windshield.
Can someone explain how the new -v- old mesh system works. And for either, what the values actually reference, and relative to what? Or give a link that explains these things? (The OGRE format specifically would be a huge bonus. I can't find this info.)
Q2:
Animations. I cannot gain enough control of animations. For example I have only found out the way to start them, not how to check them (which frame is currently showing, etc). This is a begger, especially if someone gets blown away and dies, bounces up, dies, bounces up, etc. "Best guess" at when the anim should end is likely to have the entity come to rest suspended in midair.
So is there a way to do this? Or control the steps - like EntityPlayFrame(#ent,framenumber) - or something?
Or will I need to have make entity per pose and control which entity to display at any given time to create an animation?
Apart from this, things are looking good. Hehe.
BTW, for what I am doing the old engine will be OK, I think. Provided I can control animation and handle the relationships between various bones/joints/materials etc. For which I need to know how to interpret the numbers.
Thanks!

