My current solution is, I export a snap shot of a skeleton animation and save
it as an obj file. I then have a utility I created which loads obj files and
combines them into a morph, then I save that to a j3f file. I had to edit the
j3f file io code, because morphs are broken, so that it can load morphs, plus
I created a stripped down jar version so that the size is not that large for
the web, I may create an even smaller version later by getting rid of the
saving code, so as to decrease the load time of the jar file itself.

So basicly I export a bunch of obj files for the morph animation and combine
them, and save them to a j3f file, then load the j3f file and grab the morph
object and manipulate it. These objects have texture mapping on them.

Leyland Needham

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