Yes I miss really a way to determine if a .b3d is a single mesh object, or a hierarcic not animated object, or a hierarcic animated or bones animated single skinned mesh.
The only way seems to pre-parse the .b3d mesh with trial and error.
Now we have the CLASS command with help to determine if an entity is a mesh or a sprite, but nothing yet to determine before what a b3d really is.
I would need this to make a serious advanced GUI mediaviewer, with a lot of automation in it.
The thing I don't like is that if I load with loadanimmesh a single mesh, it will return entity has no animation (which corrects should be: entity has no hierarcy, because actually hierarchy .b3d models, bones or not will be loaded with the command anyway with no animation present)
A little more control would be great :P
The only way seems to pre-parse the .b3d mesh with trial and error.
Now we have the CLASS command with help to determine if an entity is a mesh or a sprite, but nothing yet to determine before what a b3d really is.
I would need this to make a serious advanced GUI mediaviewer, with a lot of automation in it.
The thing I don't like is that if I load with loadanimmesh a single mesh, it will return entity has no animation (which corrects should be: entity has no hierarcy, because actually hierarchy .b3d models, bones or not will be loaded with the command anyway with no animation present)
A little more control would be great :P