Hoggy....as far as moving the actual pivot locations go, no. Thats what we hope Vercingetorix can do, and is essentially the last step needed to actually make a new skeleton.
At present, if you try and move the pivot location in either the animation or the base model, it is ignored in game. Vercingetorix has confirmed that the actual pivot locations are defined in skeletons.dat, but we currently cannot edit it.
What I hope, is that the hints around us being able to supply a 'reference' skeleton and have that read into a new animation editor version to create a new skeleton actually becomes possible.
We may end up being limited ot the same number and rough hierarchy of bones, but I could live with that just fine! Most of the 'things' I want to build would work ok with re-sited pivots.....
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