well trinity was what ant was going to build raptor from, using MiniB3D to load meshes. The old trinity was badly flawed in that the transforms only worked for the parent and didn't parse through the children, so you got a ton of bad rotations with anything but the most simple scenes.
It didn't support bones or heirarchy anim either, unless it was all done by hand in code. Specular worked through some kind of blendmode trick, and you had to have a map same name as the regular texture with an name_S for specular map on UV1, and name_S2 for specular map on UV2.
You could do some cool things with it, but it was written within the first 5 weeks of the Bmax beta being released. So pretty rushed and incomplete.
It didn't support bones or heirarchy anim either, unless it was all done by hand in code. Specular worked through some kind of blendmode trick, and you had to have a map same name as the regular texture with an name_S for specular map on UV1, and name_S2 for specular map on UV2.
You could do some cool things with it, but it was written within the first 5 weeks of the Bmax beta being released. So pretty rushed and incomplete.