So I'm searching for input on animating imported models, I'm using .ASE format currently. What is the best way to go - using keyframe animation like described in the .OBJ howto? Perhaps somebody has worked with character animations already and can give me a push in the right direction, don't want to reinvent the wheel.
Very, very good initiative, my dear Walther.
I have worked on the character animation issue. And that's why, you lucky, you now have a great Cal3D anim loader in the Xith3D toolkit, just waiting blender-exported models (or 3DS max, or maya

).
But wait, as you may or may not know, I'm working on a massive strategy game.. and.. the original loader (in which each mesh is being computed each step) was a bit.. too slow for me.. So I created the "PrecomputedAnimatedModel" architecture, which work either when loading from lots of .OBJ files or when loading from a Cal3D model. With Cal3D you can even specify how many frames to be precalculated, and the PrecomputedAnimatedModel class extends Animatable, which means you don't even have to mind about updating it : just add it to your ExtRenderLoop.
Cool, isn't it ? Now the question remains : Where in the world do I find Cal3D models ? Well, here is an Blender export plugin :
http://svn.gna.org/viewcvs/soya/trunk/soya/blender2cal3d.py?rev=134&view=markupYou have just to change a small thing in this file, though. Change :
# Set to 0 to use Cal3D binary format
XML = 1
to :
# Set to 0 to use Cal3D binary format
XML = 0
Because the Xith3D cal3D loader reads only the binary format (which is faster than the XML one).
As for 3DS max and maya exporters, please take a look at the FAQ :
http://cal3d.sourceforge.net/docs/api/html/cal3dfaq.htmlWell, I hope you found what you were looking for, I'll be looking forward to reading from you.
