I'd say so. They basicly rebuilt LW6 from the ground up because they where reaching the limits of the old engine. They made the LWO2 format, and they optimised the LWS format at the same time.
The major advantages of the LWO2 format is that it can contain Skelegons (In model bones), UV Map info, Weight maps (used for assigning bone controls) and Morph maps, which basically lets you deform your model without ruining the original, which can be good when doing facial expressions, or working with hands.
LW DOES have vertex color support, but as I've said in other posts, it's something of a b*tch to get looking right. I'm still playing with it...
Fice: For animation, you could probably find a LW SDK and build a plugin for it that would read FF7's .a files and turn them into LW Bone Motion Graphs or something. (Graphs that say move here, rotate that way, ect.) Then we could have plug&play animation when I finish the model conversions.
Or you could change Ifalna to display the numerical HPB (Heading, Pitch, Banking) data so we don't have to guess at the values. Also, are you going to make Ifalna Battle model compatible, or are you going to build a seperate program for that?
Sephiroth 3D"One who seeks knowledge from another person, doesn't learn half as much as the one who seeks knowledge for himself." - Vincent Valentine, The Sephiroth Chronicals, Book 1: Resurrection
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