: 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.
Hmm, that'd take less memory but much more CPU time, since the procedure to attach points to bones (divide, sine, cos, multiply, multiply again, add, I think) is more complex than simple point interpolation (Subtract, multiply and add), and you'd still have to interpolate the bones on top of that. In any case neither really takes any significant amount of CPU time or memory.
: 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 :)
Hmm... I'm not on a mac at the moment so I can't verify that DA can output anything other than the single-mesh-with-bones file there... maybe I'll just have to add bone support... but it's so much work...
What does mesh-pose creating in Meshwork involve? Wouldn't it just be changing bone-poses and saving the result as a .mesh file?