@Bittymacod: as in games like Ryzom is not the case to create new "bitmaps" as in old ones (like UO) but to "make things near" (e.g. the homin "object" and the sitting-on one), I thought Devs can just use, for the homins, the already present animations they use when an homin sits on a mount.
I obviously don't know the details, otherwise I don't say "I think ...", but it seems to me that the skinning part is, in a true 3D environment, accomplished via putting clothes on the homin object (if I understood what are you talking of).
It definitely seems to me (even if I sure can be wrong) a matter to define an object as "seatable" with a couple of parameters: offset and orientation. At the moment of the "seat" action, the client have to apply an animation (sit anim, from the one used in mounts), the same orientation got from the seating object, and calculate the difference in offset from the standard one of the object itself and the dimensions of the homin (which 're not all equal).
I obviously don't know the details, otherwise I don't say "I think ...", but it seems to me that the skinning part is, in a true 3D environment, accomplished via putting clothes on the homin object (if I understood what are you talking of).
It definitely seems to me (even if I sure can be wrong) a matter to define an object as "seatable" with a couple of parameters: offset and orientation. At the moment of the "seat" action, the client have to apply an animation (sit anim, from the one used in mounts), the same orientation got from the seating object, and calculate the difference in offset from the standard one of the object itself and the dimensions of the homin (which 're not all equal).