: That's it exactly. Interpolation is already working, but there are no
: different frames to interpolate to with these models.
I assume that for interpolation each pose has to be loaded into memory, that makes a lot to handle for a monster with a 4-step walk, 6-step attack, 3-step idle etc animation if each pose is a complete model. Would it be possible to interpolate bones and add the tri-mesh on it? In my dilitant non-programming way of seeing that would severely ease the loading of a whole animation.
I tried to create different poses in Meshwork, but that's a very non-intuitive and cumbersome way to handle fluid animations. Meshwork is more ment for lowpoly modeling, instead of animating.
You might like to take a look at:
http://www.klinksoftware.com/
and especially the DimAnimator application (OSX), it can work with Meshwork-files including bones and has an output in xml-files (linky below), all done in a nice graphical editor. Timing and creating animation can imho only be done conceivingly in such an editor, for example DimAni, but if you have a better/different set-up for animation, by all means do tell :)
DimAnimator Hulk xml-files 44k
and Hulk-QTmovie 1mb screendumpmovie