so... update!
ver 0.0.36 (2 Jan): (mini update)
- more robust frame combination for making animations
- new frame combination mode for making "quiver" animations
- tool to sort objects in alphabetical order
- fixed a bug where it exported rigged meshes with the wrong skeleton
GUI note: the sort tool is in a new "tool" menu. A little inelegant maybe... but all the option you access with the right click are relative to selected things, that that is not the case.
The more robust way to assemble vertex animation frames means that texture coords are still used to tell vertices apart, as before, but now if two vertices have the same text coords, than the closer vertex is selected. That tends to work a lot better.
The "quiver" mode to assemble frames is made for making quivers animations... you know, each frame is a quiver for a different number of arrows left. (actually, missing arrows are not really missing, they are just shrunk to nothing and hidden somewhere). In OpenBRF, that's how you can do that: first you make the frame with all the arrows. Each subsequent frame works as follows: any object that is displaced, in any way, w.r.t. the 1st frame, is just collapsed to a point (and thus disappears). You activate this mode under [settings]->[on assemble frames].
edit: As for the "horse exported with human skeleton" bug: now a rigged mesh is exported with the skeleton currently selected to view the animation.
Killkhergit: sorry! I still don't understand. You select mesh A and mesh B. By "combining" them, you make a new mesh containing both A and B. What should be considered "old" and removed? The sub-parts that were contained in both A and B?