I agree with most of your requests, those are the small things that would make our lives so much easier... However, some of your wishes are definitely not going to be fulfilled.#3
There are at least 2 very good reasons why this is a nonsense.
First, it's never a good idea to change the file format unless absolutely necessary. Every such change brings problems with backwards compatibility... Why do you think so many people hate Microsoft? (hint: .doc vs .docx)
Second, why the hell does the .an8 file need to be user friendly? In fact the .an8 format is very
user friendly compared to most other file formats, but it's primary purpose is to store data for Anim8or, not for the user. Anim8or (just like any other 3D program) uses quaternions internally because they are very easy to use from programmer's point of view (compared to human-readable angles). That's why quaternions are stored in the .an8 file...#9
I am not entirely sure what you mean, but most of tools/buttons in Anim8or have an equivalent keyboard shortcut defined. This might be what you are looking for: http://www.anim8or.com/manual/a_shortcuts.html#12 - #14
I think something must be wrong with your workflow process.
When you change an uv-mapped and textured mesh, you have to redo the texture as well.
When you have a skinned figure and you change the original mesh, you have to redo the skinning.
Now ask yourself - why should morph targets be different? Just make sure you finish the basic mesh and then start working on your morph targets...#29
I don't agree with this one. In many cases I want to edit a keyframe in graph editor without switching the currently displayed frame.#31
This is very complicated... Even if it was possible to launch an external program from an ASL script, it wouldn't help much. What do you think would happen once the external program is launched? If the program edited the currently opened Anim8or project, there is no way to make the changes appear in Anim8or. You would have to save the changes in the program and then restart Anim8or and this really doesn't speed up the process...#32
Check the RPYToQuaternion() function, I believe it does exactly what you need. Also there is also a formula that allows you to convert a quaternion to axis and angle (and vice-versa): http://www.anim8or.com/smf/index.php?topic=2218.msg16310#msg16310
Like I said, I agree with most of your requests... I especially like #10, I never thought of that but you are right that it would help a lot. And #27 is quite high on my wishlist!