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Mar 26, 2012 at 22:33 vote accept Pablo Ariel
Mar 26, 2012 at 22:33 comment added Pablo Ariel Thanks, I figured out a way of doing exactly what you say and it turned out to be the best option. I moved the animation thing to the "Entity" class (or actually something like "KeyframedEntity") which works as controller for the animation and binds the mesh to the physics and message system. Layered functionality is really powerful as long as there are well defined layers and there are few enough to be able to traverse from top to bottom with ease, specially on these systems which from build low level to high level processes.
Sep 3, 2011 at 7:54 history answered Nicol Bolas CC BY-SA 3.0