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 > >
