810 is polygon count per mesh. there are 130 (it's 106 indeed, rechecked) keyframes and almost half of them is shared, ie: references to other key frames.
i guess the problem here for dalvik is, during deseriliazation, it needs to keep track of every object in stream to maintain references. and that is
~106/2 x 810 x 3 = 128.790 vectors
there is no object when serializing animation, so it's not a perfect match for me. but i can still live with it. i can create a temporary object to save animation with. adding a method to de/serialize animation itself may also be possible. it's your call, all is good for me. but at the end, to save animation, you will end up implementing de/serialization all three (object, animation, mesh). exposing all three may give max flexibility, again it's your call
i would just suggest to watch for references in keyframes. it heavily reduces both memory usage and file storage
is compilation information is serialized with object ?