Animation. I have decided to go with 'Bone' Character animation vs Mesh deformation animation (ie MD2). The reasons for my decision is based on the application of 1) B3D format, 2) External Animation Data (.BVH), 3) Ragdoll Physics, 4) Realtime Inverse Kinematics, 5) Interchangeable/Segmented Mesh, 6) Level Of Detail.
All of these features can be integrated together. My concern is using real-time Inverse Kinetics to generate animation for Bipedal and non-pedal characters. Any and all input is valued.
All of these features can be integrated together. My concern is using real-time Inverse Kinetics to generate animation for Bipedal and non-pedal characters. Any and all input is valued.