Laurent Letellier wrote:
The third approach is to have a 3d application do all the calculation of the mesh based on the bones and save the vertex animations in the file. Of course this is pretty heavy but it has a good advantage: I tested it with the MD3 Loader and it works :).
No, that is the 2nd. approach. :)
When I talked about exporting keyframes, this is what I meant. I did it with 3D Character Studio to animated VRML97, and it works fine, also in Xj3D. The drawback is that you only have your precalculated animations and that the vertex displacements takes up a bit of memory. Morph or sceleton/skinning does not have these drawbacks.
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