Although the implementation exists across all platforms, please refer to the platform specific section of what's new for more information on the platform that you are using.
DMorph is fully supported by the exporters - and as a generic CPU side implementation should be compatible with non-procedurally generated geometry, and also skinned objects.
The hierarchical animation (RpHAnim) plugin is the preferred method
of doing animation within RenderWare Graphics, its files have the
extension .anm
. This was released in version 3.10. We
have been supporting .ska files which come from a legacy
implementation of animation which was contained within the
RpSkin plugin.
In this release we have implemented a successor to RpSkin. The new RpSkin is a slightly modified skinning
plugin, with some slight improvements in API but also has enabled
us to roll out faster versions of skinning customized for all
platforms. The most significant change is that the new RpSkin does not support the
.ska
format as the RpSkin internal animation and skeleton
system has been remove in favor of HAnim. This obviously has
benefits, not only in terms of the improved implementation, but
also in code size and API size.
We are retaining in the old version of RpSkin as an archive plugin which still contains the .ska animation system for this release. We are also providing compatible exporters in the exporter archive directory.
There is a tool which converts the old RpSkin .ska
file animations
to the new RpHAnim
.anm
animations. Refer to the documentation for more
information.
It is now necessary to explicitly set the arena size in RwEngineInit. Previous users will have to make this change and set the arena size as necessary. The size of the Arena is very application specific, but these general rules apply.
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