well, not entirely if I do understand correctly where you're going to...
if you want to do what I think you want to do, you cannot export as md2. 
Because its already defining frames during parsing...

So what you could do is simple: generate a container/group in your app, where 
each mesh is the to become keyframe
once loaded in away access each mesh (if your app offsets at export the object 
space, apply a recenter call if required)
then just feed the Animator class with each meshes. At this point you are able 
to define each animations on the fly.
Check the Mesh/geometry class on all the features the system holds. you can 
pretty much a lot with them.

in this tut
http://www.closier.nl/blog/?p=71
i do use 2 files for the butterfly, but if you work as define above, it should 
work with no glitches.

Fabrice


On Jan 22, 2010, at 7:02 PM, Charles Wardlaw wrote:

>> if you do not need bones then md2 is way more friendly and easy to use.
>> not that you have an Animator class that also can generate the animations "a 
>> la md2" on the fly for you from at least 2 states of the model.
> 
> Fabrice, something I've been struggling with: Is there a simple way to load 
> in an MD2 as a MovieMesh and then create named animation sequences inside 
> Flash?  I've yet to find an easy way to name and create the sequences inside 
> MD2 files, limiting me to what Quake2 uses as default, but for the project 
> I'm on I want to be able to control and name the sequences on my own.
> 
> Thanks,
> ~ Charles
> 
> 

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