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I'm currently working on an exporter for Blender and corresponding importer for my engine, but I believe the same concepts apply to any other 3D animation software.

When it comes to export animation data:

  • Is there any reason why I should export IPO curves over matrices, and program my engine to mimic the way the 3D animation software derives bone positions from IPOs?
  • What do exporters in commercial and open source 3D engines usually do?
  • If one day I decide to implement advanced animation techniques in my engine, is there a chance that "baked" matrix data is not general enough to support them?
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closed as too broad by Josh Petrie Dec 15 '14 at 22:40

There are either too many possible answers, or good answers would be too long for this format. Please add details to narrow the answer set or to isolate an issue that can be answered in a few paragraphs.If this question can be reworded to fit the rules in the help center, please edit the question.