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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