So you guys want to tell me Colobot animations works by parenting, scalling and rotating parts just like in Blender? But what about interpolation of the movement and the keyframes of each state of the parts?
Personally I like the way how hardcoded animations in Colobot works. There's some stuff that would be hard to achieve by bones animation, especially when the Astronaut's feets are trying to be at ground level, etc. And I personally think that doing animation in Blender by parenting parts is much easier than making whole model with vertex groups attached precisely to the bones.
@RaptorParkowsky iirc the meshes are arranged in a tree hierarchy where children positions are relative to their parent (I guess it works the same in blender), so splitting a mesh into two should be rather trivial
I can easily imagine that people in Colobot universe would make more robot-alien hybrids or even controllable "trained" AlienInsects in further expansion through the space. Especially to fight with original AlienInsects.
I think if we could remove heads from helm model, then just load face model everytime and optionally helm model. Now there are 4 files with helmet (each for one head model), and 4 with only heads, without helm.
I guess in Colobot 2 we could introduce some hybrids (even if this one exist naturally, hybrid of AlienWasp & AlienMantis just sound much more cooler). We must develop further through biotechnology in the Colobot franchise.