Wow, I just noticed that it was almost a month since my last update, and a lot progress has been made. Inverse Kinematic is a lot harder to implement in a systematic way, testing and hardcoding bone indexes was quite easy to do and worked fine, but this same method didn't work if I wanted to expand it to the full skeleton, and worse, I had to rewrite the code quite many times to make it usable, just today rewrote the patch rendering logic due to a wrong assumption on how IK will modify the rotation angles, anyway I am quite happy with the results I am having now.
Now most of the basic animation tools are almost ready, and thinking how to implement an easier way to manage so many parameters and made the less number of mistakes, I have been searching for many ways to organize data and how it will be linked but so far I haven't found yet a convincing way to do it. I have many new ideas for my next game, and all the work I've been doing for this game will serve well for the next, even if the next one will be very different than Elem3ntz!. , I promise that I will publish a quick video of the editor by next week.