Sorry for the double-post / bump, but... I CAN parse .obj file into a list of objects in Python if you want. Then it'll be easy to convert that data into aniv file
As for the rest (UV coordinates, vertex animation, etc.), I'm thinking about.
EDIT: Oh, and to add some information, the .obj parser is almost finished, all that remains is UV coordinates.
The animation will be done with only a folder "commandLineOption1" and the files "commandLineOption2_FrameNumber" (e.g. "Lorrobasanti_00001", "Lorrobasanti_00002" files inside "LorrobasantiAnim" folder, etc.), since the animations in a Unreal model are simply ranges that determine the frames that will be the animation. Yes, animations doesn't contain frames -- a model does. It contains these frames and THEN assign them to animations.
This way, we won't need to autogenerate a .uc file. This program is not to be used by noobs that want to create annoying crap, for example some guys that made a Monster Hunt level and put a lot of BlockAll's, dickies, BSP errors and such. (Monster Hunt is the gametype where the most mappers are actually
crappers!) Without a template we discourage people that don't make something decent or even understandable. We avoid crap. We assure quality of output.
The parser I made outputs one AnimationFrame object per file, which itself contains a list of Polygons, which are a list of Vertice objects (just X, Y and Z coordinates plus a bunch of functions) and in the future a list of
texture vertexes/coordinates as well).
Also, are normal vertexes used in Unreal models? By "normal" I don't mean the standard (geometry) vertex, but
THE normal or something like that... Understand me?