I heard someone refer to MD2 files as having "baked" animation. Now I have no knowledge of rigged animation, but I can only assume that baked animation means that there are complete lists of vertex positions per frame, basically rendering the bones redundant, so you'd only have to import the vertex positions, and not the…
* filesize (one vertex snapshot per keyframe) * needs a look up table to calculate the interpolation or tween between the keyframes * On big meshes in can be very CPU intense * No unique animations, at some point you might see a pattern to the animations. advantages I found:* lets you cache centroids, normals and other…
You are pretty correct with most of what you said. RAM is a big issue with baked, but it's also not very friendly with modern hardware because it makes it tough for the programmers to perform GPU animations unless they basically upload the entire mesh (and all frames) into video memory. That's not an option if you are…
Locus and Muzz - I probably should have clarified, I'm not actually developing for the DS, it's for a proprietary Flash 3D engine, I used the DS as an example because the capabilities are almost identical - so very similar polycounts. Of course there are two major differences - everything is done software, and I have much…
we use simple rigs with ds stuff, and keep the bone count down by using stretch bones. (things are so small on screen you can get away with making a whole leg have 1 bone and squash instead of bend.) Also you can only skin a vertex to one bone. No blending at all.