Okay.1) No, they don't play at all when I try them in Morrowind, I think they must depend on variables somewhere. For now only the basic groupNames work (stop, start, loop stop, loop start) and all works too.
So the problem is in the physics, not in the animation? Makes sense. A job for gus?2) I switched it back to actor physics, I really don't know enough about openmw physics to improve it at the moment.
@gus: Wanna give it a try?
Not so sure about that (at least for 0.12.0). Capsule shapes seem to work well enough.At some point we are going to need very advanced physics for actors, including actors colliding with the ground and other objects.
Yes, please. We should try to minimise cout output. Large structural changes (e.g. cell loads) are okay for now. But anything more detailed is really too spammy.3) All that is being written out now is play animation, when you play an animation. Do you want this removed? Also I think, but am not sure, that "changing to interior" was added by me, if so I should get rid of that.
Okay. But unless I am mistaking, you are still storing these files alongside the binary, if this switch is on. You don't have writing rights in this directory on most operating systems (when the game is installed). Instead you should store them in the openmw user directory.4) Handled with the commit I just made. By default they are not outputted anymore, use --anim-verbose to output them.