So I'm back with another HPL LevelEditor feature update, the Poser EditMode.
Back in the Amnesia days, whenever we wanted to add details which implied a unique skeletal model with different poses, we had to go all the way back to the modelling tool, set them up there and save them as a different mesh files. So we pretty much ended up with lots of replicated and redundant data (the corpse piles come to mind as I'm writing this), plus the burden of having to prepare everything outside the editor.
So, how to fix this? This is where the poser mode comes in. In a nutshell, it takes a skeletal mesh and exposes its bones to be translated and rotated in whatever way you fancy. This is useful not only for organic and creature geometry, but to create details like cables, piping and anything you can add a skeleton to.
There's not much to be added, so see it in action in this little video.
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