I remember that's when I had to implement the "find chunk header" to skip chunks...
CGeometry with instance ID 3 has it...
Ah, I don't remember exactly, but is it possible the "find chunk header" will seek every RW chunk until it finds one matching the ID?
Yes, exactly, and if it encounters any other (not the desired plugin id), it skips it
yeah in that case, whatever is skipped does not really matter as it would be unused
Even though in the XXL Editor it probably still reads the frame list, so that it can write it back when saving
indeed, but it could contain some additional data
But it's interesting to know that the frame list isn't used, as that means that we don't really need to bother what to write there.
out of curiosity. what does or could the "frame list" do?
like what usecase does it usually have
But here it could just be a collection of frames, even points? No idea, maybe I'll check out what it actually contains
Checking out xxl's editor code, you actually have a condition for the frame list.
Well, okay, nothing interesting it seems, just a default initialized frame... so completely useless.
Isn't the frame list just a list of nodes that you can lookup or something
I don't know if it has anything to do with animations
The frame list in CAnimatedNode is just a list of frames (matrices) for animation keyframes.
You could say they are the joints.