Gothic leverages sophisticated MorphMeshes for NPC heads. Following features need to be implemented:
[x] Allow 1-frame sized animations (no interpolation between frames possible)
[x] Allow multiple animation to be played at the same time
[x] Play random animation "R_EYESBLINK" randomly (add it to _runningMorphs whenever it's time to do so)
[ ] Add blending weight (Morphs have at least 3 states: BlendIn, Animation, BlendOut) use blending values to calculate weights
[ ] Check why blinking is too slow by about factor 100. (But VobAnimate is correct in terms of morph speed; might be solved when blended automatically.)
[ ] Only add one MM per layer (e.g. facial expression neutral will overwrite hurt if set) (e.g. via SortedList which allows only one entry per int-value)
[ ] higher layers overwrite lower layers. (e.g. if layer4 animation is weight=1, then all other animations are weight=0)
Gothic leverages sophisticated MorphMeshes for NPC heads. Following features need to be implemented: