I’ve finally worked out the bugs in the skeletal animation code, the first working version is in CVS. I still have a few things to do on it, then I can move on to writing more exporters, specifically for CharacterFX, Blender, 3DS and Maya. This is pretty key because whilst Milkshape is nice, it doesn’t support all of OGRE’s skeletal animation features (eg multiple bone assignments, multiple animation blending) so I can’t test everything yet without manually creating data.
There’s a screenshot of a test harness I did for it on the screenshots page, it’s not very pretty, being just a cylinder (a nice shape to test with) and only supporting single bone assignments (Milkshape limitation) but you can see the effect.
Apologies that it’s taken as long as it has, but with other features & bug fixes taking up time, and the fact that I wanted to truly incorporate the features into OGRE rather than just tack them on by copying someone else verbatim, it’s taken a while. Hopefully it should pay off – for example, the keyframing code can be used to animate any Node, not just bones so you could use it to animate scenes too. It’ll give me a place to hang other things I want to do later like spline paths etc.