Hi Cedric,

I am not sure if I understand what you are trying to say.
A MorphGeometry can be used without animation so in that case the weights 
determine the mixing of the available morph targets. In Collada 1.4 the 
animation only influences the weights when applied. This means that the default 
morph weights will be used when the animation is not playing (before the start 
or after the end of the animation). 

It's ok to condense the weights to 


Code:

weights 2 {
0.2
0.8
}




It would even be cleaner if weight and targets were grouped in a struct so the 
number of targets always equals the number of weights.

Roland

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7854#7854





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