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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 at 22:40

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