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skeledit's Introduction

SKELEDIT (Skeletal Mesh Editor)
(c) Konstantin Nosov (Gildor), 2007-2020


Please support the development by making a donation here:
https://www.gildor.org/en/donate


System requirements
~~~~~~~~~~~~~~~~~~~
Windows operating system
x86-compatible CPU
OpenGL 1.1 videocard

Linux operating system with wxWidgets 3.0 and OpenGL 1.1, no CPU limitations because the source
code is cross-platform.


Web resources
~~~~~~~~~~~~~
SkelEdit thread at gildor.org forums:
https://www.gildor.org/smf/index.php/topic,91.0.html


Command line options
~~~~~~~~~~~~~~~~~~~~
SkelEdit            - launch SkelEdit application
SkelEdit <filename> - open psk or pskx file on startup


Additional information
~~~~~~~~~~~~~~~~~~~~~~
SkelEdit was made as a tool for importing and tuning ActorX meshes and animations for one game
project. It's creation is relative to the umodel, if you need information about reasons of its
appearance and its purpose you may get some information here: https://www.gildor.org/en/about
(find "SkelEdit" word in the text if you're too lazy to read full article). Also check the forum
thread mentioned in this readme above.


License
~~~~~~~
SkelEdit is currently licensed under the BSD 3-Clause License.
https://github.com/gildor2/SkelEdit/blob/master/LICENSE


Used third-party libraries
~~~~~~~~~~~~~~~~~~~~~~~~~~
wxWidgets - cross-platform GUI library
  (c) Julian Smart, Robert Roebling et al
  https://www.wxwidgets.org/


Changes
~~~~~~~
23.02.2020
- improved CPU usage, limited FPS to 60

19.02.2020
- upgraded to wxWidgets 3.1.3
- recompiled with VS2015

17.09.2015
- recompiled with VC10

26.03.2012
- added command line option to open psk/pskx files

13.03.2012
- implemented pskx support (both SkeletalMesh and StaticMesh)

12.03.2012
- recompiled with VC9

18.04.2011
- upgraded to wxWidgets 2.9.1 with integrated wxPropertyGrid, compiled with VC7

21.03.2011
- fixed memory leak when assigning materials to the mesh

05.11.2010
- added background gradient effect

13.04.2009
- first public release

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