Quote Originally Posted by Jennestia View Post
For someone that refers to a redo being understood by people differently you seem to be a bit confused about something. If the engine allows player and monster models to be animated it allows objects to be animated, they're not completely interdependent of each other as it's all 1 animation system, but certain things can be handled by different functions. Crystal Tools allow animated objects (ever seen FF versus XIII footage? Or played XIII?) They just didn't fully utilize it for XIV.

XIV just isn't optimized enough yet and still largely unfinished.
I am not confused, as i have experience with game development. I could waste an hour explaining my thoughts about how the engine works, but i'll just say that i have never seen an engine treat world objects and character objects in the same manner in a finalized, optimized game. If a sign you want to move and the house it's attached to are one mesh, you first need to separate them to make one animated. It then means the animation module must run for that one object AND its parent object in the world, so you need to make the sign its own object...this can cause trouble if your engine treats animated objects differently and you can only have a certain amount of such objects on screen at any given time.

If the engine is optimized in a way that makes the static scenario effectively static it would be problematic to add much more life to it than what it already has. Sure, it surely mustn't be that hard to add a few animated objects here and there, but i definitely wouldn't expect for my impression of the world to change radically after said changes take place.