hi,
indeed i would keep this as a surprise

what i'm after is to make a skeletal animation implementation based on Ardor3d's Collada loader. i'm aiming it will be very lightweight and the runtime will not require Ardor3d.
i've constructed the mesh out of Ardor3d's mesh, assigned texture and coordinates but stuck at vertex indices. Ardor3d stores weights and joint indices in buffers where data is ordered according to mesh vertices. i need a way to match ardor3d vertices and jPCT vertices but there seems no way. futhermore Ardor3d also makes its own vertex sharing among polygons (not sure if engine optimizes it or Collada file is already optimized but that doesnt matter). so Object3D.disableVertexSharing doesnt help either.
only solution i can think of is, use same exact vertices and vertex sharing in jPCT to create an Object3D.
so is it possible to add a method or constructor to Object3D which takes vertice and texture coordinates as float arrays and an int array as index buffer ?
thanks,
r a f t