Have a go at creating, saving and using an animated model in-engine. You will find that it is infinitely smooth. You do indeed make frames, but you aren't making every frame, you are making keyframes that are smoothly tweened to infinity. You can of course make it behave like traditional animation, but it's not the…
So, with the appearance of G-sync monitors and some of the complaints about DA:I dialogue being capped at 30-FPS, I kinda figured that learning how to implement animations that's not reliant on the frame count could be useful. I've done a bit of research and from what I can tell, FBXs save animations on a frame by frame…