Here is my own contribution to the community.
A screen shot:
You probably need the .NET runtime if you don't have it installed on your machine yet.
Don't forget to edit the paths on plugins.cfg and resources.cfg to point to your directories.
Current feature list:
- Able to create multiple animation tracks (screen shot shows 2)
- Loads your whole resources including mesh animations - good when you want to sync the animation track with the mesh walking animation for example.
- Play your tracks
- Auto generate Ogre code similar to the camera track example included in the SDK. When you're finally satisfied with your tracks, just hit the ogre icon button and the code will be generated for you to just copy and paste into your code editor.
- Position, orient and time individual node key frames
- Deletion of individual node/key frame
- Save/Load your track collection
- Loads terrain.cfg - so you can create a track that follows the contour of the terrain or go through canyons and rivers.
- Scale time and auto compute time - by entering a maximum time for the whole track, the app will auto compute all the in betweek key frames taking into account the path distance
- Reset orientation
- Documentation, right now we have to do with the tool tips I littered around the buttons
The application is developed using C#, the open source Dock Panels Suite created by Weifen Luo and MOGRE as its rendering engine. It uses the standard property grid as well that we see in the VS IDE.
I'm happy to hear your suggestion what you may need/want included and if its nothing to hard, I'll try to incorporate it before the release. Right now this editor serves my needs for a demo game I'm creating, but I'm willing to squeeze in some more features for the community.