Hello!
I was wondering if anyone could give some guidance as to the resource usage of animated models. I'm considering buying some "game ready" animated 3D characters, but I'm not certain whether their use is appropriate for JPCT.
The animation I'm interested in uses 1700 triangles (which seems good). However, it also uses a total of 539 frames.
I'm aware of the excellent
thread regarding both the export of max animations to .3ds files and also the stripping of animations. Particularly removing sequences that are of no use.
However, I'm curious as to whether JPCT would be up to importing the entire animation and displaying it 3 or 4 times in a scene. Since each frame would have to be exported as a separate mesh, can I expect an enormous file size and crippled heap?
Is there some way of storing in the animation in a smaller space?
Is it perhaps even possible for a proprietary JPCT format which only stores the changes involved in each vertex to reach the next keyframe? Thus allowing a reduction of heap/disk space.
Sorry for all the questions, I just want to check that it's going to do what I want before I start spending money