I was wondering whether anyone here has any game programming
experience using data from 3dsmax with respect to Character Studio.
In short I'm looking for a way of storing heirarchied animation in the
smallest possible space.
As far as I can tell it is impossible to extract meaningful keyframe
data from max when an animation uses Biped as it's using customised IK
The solution i've come up with involves storing quaternion and
translate parameters for each node of the character for every frame of
the animation. This is currently falling woefully short of my target
as far as memory constraints are concerned, even when quantized and
Has anyone here had to tackle this problem before while programming a
3d fighting game for a console ( for example ;) )
Cheers for reading and big thanks in advance if you reply.