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Up Topic 3D mesh rendering

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In Response to Randrian
Well, sounds generally a good idea. But I can't really imagine how this stack will actually affect the blending, how this would influence the blending system as is is now. But when it can solve these problems with swimming animations, it sounds good. Also multiple animationsinstances of the same animation can be usefulll for crossblends.
The system with the automatic animationtimers also sounds very nice. Although walking would still need an effect (switching walk run and so on). Perhaps something like "call function foo when frame x is reached" could be nice for e.g. throwing when the animations hand is at a given position. Could also be made using timer...

Actions like hangling probalby require the implementation of "ground" frames, we talked about. They could perhaps realize the nonlinear movement of the clonk.

And Anim_XDir(int start, int end, int length, int atend) ? Wrong set of parameters? there doesn't appear "px".

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