check man_body and troll_body inside openbrf...
do they have different values for vertices or positions (look in the data box)?
I just added an option to recompute normals... I bet it would get rid of that shading problem.
If only I had a working ftp, I would put it online right away.
I known shading is a totally secondary problem, the main issue are elsewhere...
[[[ long edit ]]]
Explaination:
The point is that the shading is flat (you can see triangles), denouncing that the internal structure is... redundant (see tech explanation below if you are interested). In OpenBRF, when you import a mesh there is an automatic unify operation that unifies vertices and positions after importing of a mesh. You can check the total number of faces, vertices and position in the "data" box.
[[Tech detail: in a brf mesh (rigged or not), there are three entities: "faces", "vertices" and "positions". A "face" indexes a triplet of "vertices", a "vertex" indexes single a "position". Texture coords, normals, colors, are tied to the "vertices". 3D positions (x,y,z) and rigging are tied to the "position". This is made so that two different "vertices", with for example different uv text coords, can index the same "position". Now, when you load a SMD file, each face has its own set of three positions, three normals, hence the need to unify them]]
Q: Why do you say that you need animations for your giant? Don't the standard animation work for it?
In any case, there might be a possibility to assign specific animations to specific skins. Might. See comments on your tutorial for adding animations.