You can use two normal maps, and animate the transition between the two maps. This gives quite good effects, if possible, take a look at the T shirts in Fifa, or PES2010 as strong examples. -Adam
Are you using an world space, object space or a tangent space normal map? You should be using tangent space normal maps for meshes that deform. And the answer to the question is yes, normal maps can be used in animation.
This is a misconception here. Tangent space work for anim 'out of the box' with most nm shaders but object can work wery well too, provided you have an appropriate shader doing just that. Yup I believe that too Zac, and I am pretty sure Uncharted did that for cloth also.
Is it that heavy? From what i've been told the savings from not having to convert tangent space into world to render makes up for the slight cost of transforming the OS normals. Which means its pretty much a wash performance wise. Also not needing to store normals/binormals/tangents for the mesh gives a nice little memory…
It's not like a shader that transforms your object space normals with your Bone transform matrix is common practice however. Plus it's a bit heavy on performance.
We did normal map blending for cloth wrinkles on a title I worked on, it took some work but the results were kind of nice. Subtle, but it made a difference. I believe we created a regular normal map that had bigger volume wrinkles for the shirts and then a map that had tighter, sharper wrinkles caused from pulling and…