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.
Previously, Korman exported cameras without the "Maintain LOS" flag
applied, allowing cameras to swing through geometry. In the token of
better defaults and easier to understand objects, all the tracking
options have been audited for clarity and their exporting to the correct
camera type.
What was previously marked as transition cuts would really only cut goal
and POA tracking. Transition cutting requires the addition of a
transition ovveride. The engine supports cutting transitions on
plCameraMsg receipt by the virtual camera. The option looked sloppy on
regions (and should probably be controlled in the transitions), but it
has been added to camera message nodes for more control.