   Scene Animation. Help Needed.
  Hello everybody,I´m programming a 3d max scene player. The scene will be played in my game like it is in max (my game is a old school shooter).The animation (mainly changes in position, rotation of the objects) is exported as keys. The engine loads this information and for example makes the camera move along a path.I´m thinking about make my SceneManager inherit from IAnimatable to give the scene manager the needed methods to animate it (I´m talking about objects that are not actors, only things that move in the background and do not interact with our ship). The next step I want to do is create a vector of triggers that are fired by time (for example at second 3 a big ship passes flying in the background). This triggers will mainly activate controllers taht will make the objects move, animating their position, rotation, etc... like they moved on the max scene.What I want to know if this kind of things are done this way and if there is any other method of handle all this. Another important thing is that you think that making Scene manager inherit from IAnimatable is a good thing or not.Thanks in advance,HexDump.[edited by - HexDump on February 16, 2004 7:28:38 PM]