Yeah, animations are a problem.  I'm still trying to decide how I want to
handle Milkshape keyframes and present them in some sort of usable format
for developers.

I'm thinking of using a metadata file to go along with the model.  Based on
my limited experience with MD2 models, I'm guessing that breaking the
keyframe information into blocks for IDLE, JUMP, WALK, RUN, etc. will be
sufficient.  Skeletons could be shared between models (all bipeds, for
example) with one reusable behavior driven by this metadata.

Has anyone else done something similar?

----- Original Message -----
From: "Artur Biesiadowski" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 01, 2002 11:17 AM
Subject: Re: [JAVA3D] Neverwinter Nights model loader


> Robert Bergman wrote:
> > Not I, but I'd love to hear about any developments
> > people come up with in that area.
>
> Problem is with importing animations. Model itself should be quite
> simple (I mean some work, but no showstoppers). But what with animations
> ? I don't think that Loader interface gives any standard for that. Morph
> group is not a solution for skeletal system.
>
> Artur
>
>
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