Can I have multiple animation sequences in a single .B3D file and play them individually and separately? For example, say I have a scene with a radar dish that can animate (spin about Y or whatever), and a door that can animate (open/close). Can I have both of these animations in a single B3D file, and play them independently?
Yes - animation sequences are just sections of key frames.You can either create sequences by extracting a number of frames from the base frames or a sequence can be loaded from a file individually.
When creating your animation you can either save all your animation frames in one .b3d file and then extract each sequence i.e walk, run using the ExtractSequence command.You could also save each individual sequence as a seperate .b3d file. These animations can then be appended to the model using the LoadSequence command.
You could create the radar dish , the door and any other animated objects as you like and load them into your scene. You have complete control over each individual entity using the animation commands.
In theory you can also nest animated models but you would have to create the file yourself as there is no tool at the moment which does this. In the above example there would be no need.
Can I take animations from one B3D file and copy them into another B3D file? What are the restrictions? For example, say I have a B3D file with a bunch of biped motions, and I want to use those motions on a new mesh I've made. Do I just need to make sure the mesh heirarchy is the same, with the same node names, etc.?
You can also use these animation sequence files for other models IF - the joint/node names are the same AND all joints in the reference frame for both models have the same or very similar initial rotation values - this is very important because the animation will be offset by the difference.
Many animation apps export models with wierd initial rotation values and it can be very difficult to get 2 different models to share animation without tweaks which defeats the object of sharing animation.
The best thing is to make sure your models use the same skeleton and that initial rotation values in the reference frame are as close to each other as is possible.
You can view bones,create & extract anim sequences with this little tool:
http://webzoom.freewebs.com/smiff/pacemakerver1.zip