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?