Index: object.h
===================================================================
--- object.h	(revision 82)
+++ object.h	(revision 83)
@@ -13,7 +13,7 @@
 
 extern GLint raydium_object_find (char *name);
 /**
-Lookups an object by his ##name##. This function will return -1 if the
+Lookups an object by its ##name##. This function will return -1 if the
 object's not found, and will not try to load the .tri file.
 **/
 
@@ -72,16 +72,68 @@
 of ##obj## (relative to (0,0,0)).
 **/
 
+// Animations
+/**
+Raydium now supports mesh animation, thru MD2 (Quake 2) files. Raydium file
+format was extended to version 2. If you want to create an animated mesh
+for Raydium from a MD2 file, you may use Blender with "import-md2-0.14.py" 
+script ( by Bob Holcomb, http://67.22.114.230:8082/programming/blender/index.html ) 
+and export it back to a tri file using provided "triEXP-MD2-*.py" script.
+All other tasks (loading, transformations, ...) are done the same way as
+regular static mesh.
 
+For Raydium, an animation is a set of "anims", and each "anim" is a set 
+of "frames". Each "anim" gets its own name (see header of a version 2 file
+for more informations), and since an animated object may be use for many 
+players, Raydium provides an "instances" based system: setting things like
+anim and frame for an object is done only for one instance of this object.
+Instances are always available, no need to create or declare them.
+That's all you need to use animation simple API.
+**/
+
 extern GLint raydium_object_anim_find(int object, char *name);
+/**
+Lookups an animation by its ##name##. This function will return -1 if the
+animation's not found. Mostly for internal use.
+**/
+
 extern void raydium_object_anim_generate_internal(int object, int instance);
+/**
+Internal. Transformed mesh generation.
+**/
+
 extern void raydium_object_anim_frame(int object, int instance, GLfloat frame);
+/**
+Sets current ##frame## for one ##instance## of ##object##. ##frame## is
+automatically bounded.
+**/
+
 extern void raydium_object_anim_frame_name(char *object, int instance, GLfloat frame);
+/**
+Same as above, but using ##object##'s name.
+**/
+
 extern void raydium_object_anim(int object, int instance, int anim);
+/**
+Sets current ##anim## for one ##instance## of ##object##.
+**/
+
 extern void raydium_object_anim_name(char *object, int instance, char *anim);
+/**
+Same as above, but using ##object##'s name and ##anim##'s name.
+**/
 
 extern void raydium_object_anim_instance(int object, int instance);
+/**
+With this function, you must set what instance will be drawn when
+##raydium_object_draw()## will be called with ##object## argument.
+
+Default is set to instance 0.
+**/
+
 extern void raydium_object_anim_instance_name(char *object, int instance);
+/**
+Same as above, but using ##object##'s name.
+**/
 
-
 #endif