I don't really want to talk about it. *Gulp*. Anyway, you define
multiple animations on either the animation modifier or the textures
panel. The UIs have all been unified. By default, you have an "(Entire
Animation)" that represents the old single animation. You may create
additional sub-animations over an arbitrary range of keyframes. Once
other animations are defined, the "(Entire Animation)" may be deleted.
However, if all subanimations are deleted, the "(Entire Animation)" will
resurect itself with its last known settings.
Behavior change: object animations (except for fixed cameras) now
REQUIRE an animation modifier be attached to export. It is now an error
to attach an animation modifier to any camera except for a fixed camera.
This causes an object to be given a plFilterCoordInterface instead of a
plCoordinateInterface. The difference is that plFilterCoordInterface
will reject changes to certain components of an object's transform. This
is useful in certain parenting situations, namely subworlds.
This makes things incredibly more complex because Blender stores those
animations on the ObData ID instead of the Object ID data block. Dang. So,
the animation modifier's detection code had to be pretty much scrapped.
The newer code is a little hacky in places. Hopefully we can address this
soon-ish.
Now, an object can be a "master" animation object controlling many
animated objects when you address it with the Animation Command logic
node.
This also includes a fix for a bug that would potentially break an
animation if it were addressed by an Animation Command node.