Quote: " it's great to hear that a new IDE for media importing planned. I hope it works on somewhat of large scale, i.e. being able to tell it to import say 10 character files, automatically apply the animation files you've prepared and the textures, etc, "
Not going to happen, animation info is held within the rigged model itself not created and applied by the game editor or any kind of plug in for it unless a common format and bone hierarchy is chosen. This sounds more like an option for a finished game rather than something usable during game creation.
How can any software tell how many frames a sequence is and even what sequence it is (sit,melee or whatever) or distinguish between bone naming conventions during import of already rigged and animated models.
With different characters and model formats not to mention proprietary methods each modeling program uses, your not going to get any kind of generic format to work off. Same with animation info, do you use .bvh or .bip or .csm, then you got the problem of bone assignment,vertex weight and hierarchy, limiting you to one kind of specific skeleton which means you wont be able to use quadrupeds etc, there are so many different character types and forms with differing limb structures you just couldn't anticipate them all to do something like you suggest.
Maybe you are thinking of the way that some animation sites claim to be able to accept your model and apply animations to it and you simply upload model and they send it back all animated but even these have limited bone structure and you still have to assign where these are located. Its a bit hit miss really as its a guess at envelope and vertex weighting and also dependant on it being a properly created animatable mesh and not a mesh pulled from Poser or whatever other character creation software you might find (illegal anyhow), your still going to have to either create or buy your models for this purpose and they may or may not rig properly.
Quote: "The point is, game-making, indie sized and upwards, has certain development processes, questions that each new game design has to answer, specific parts of the cycle that need to be addressed so that the process of actually making a functioning game, with a relatively good amount of time, expertise, money etc can be done. FPSC doesn't allow that development process to happen well yet."
I dont know of any game engine or editor that does that for you. FPSC is the closest thing you will find to doing what you require, but you seem to think its lacking in this department compared to other engines which in reality need far more work to get the results you expect.
Quote: "if you put six months into making a game that doesn't work, but then switch to a software like Unity and spend one month making a game that does, will you ever turn back? "
Again you compare FPSC to another engine, truth is if you spent six months on an FPSC game your going to take a lot longer to create same game in Unity and your not going to get the ease of use with Unity you say here, I dont understand the comparison.
I will be happy just to have a couple more format options for import rather than a quick way to apply a bunch of animations created by someone else which may or may not fit the needs of any characters I want.
When it comes to static entity's it should be simple enough to do this and even UDK convert to their own proprietary format during import for use in the engine (Fpsc converts .x to .dbo) so its not specific to FPSC and I dont have any problems doing this myself anyhow when it comes to .x for static or animated.
I dont mean to come down on you and much of what you say makes sense but you cant expect the software to do it all at the click of a button.
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