Hi Chris

I think FBX is a good way to go if you can, that was the pipeline I was working 
on (I can't even remember why now), but essentially the difference is this.

OSGExp for 3DS Max exports animations as osg::AnimationPath, FBX plugin will 
load them as osgAnimation::Animations (or whatever).

As osgAnimation is what you need for skinning I chose the fbx route and wrote 
that bit of code for the splitting.

If you use tools like Unity it's common to have some kind of meta data with 
your model that defines keyframe ranges.

Cheers
Tom

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