Hello, I would like to report a bug, and make a suggestion.
The bug is I cannot seem to get the animation conversion process handle more than 1 keyframe.
e.g. if I put in for 2 3 or 4 or 5 or 1,000 keyframes, it will only process and interpolate the first key frame (filename_000001).
It seems to check for the presence of the other keyframes, but doesn't process them.
My other suggestion is variable interpolation rates. This is probably a lot of work, and I am quite grateful for all you have done already. That said the best animations don't necessarily have each keyframe exactly the same number of frames apart. For example, injecting keyframes at critical parts of a walk cycle are essential to getting them to look right. Or, if for a punch animation, you don't want the windup of the punch to have the same number of frames interpolated for it as the throw.
My request for the process is as follows:
1)First, the model converter requests the file name to be used as the base of animation state.
2)Then it asks if this model is animated. If yes, you are requested to input the next keyframe filename. If no, input 0.
3)It then asks how many frames to interpolate up to this keyframe.
4)It then asks for another keyframe file-name. If this is the last keyframe, you can put in "0" and it will execute.
5)It then asks for this keyframe's source frame (the keyframe to interpolate from). You type in a file name. If that file is not a registered keyframe, the program gives an error and exits.
6)Repeat from 3.
7)If execution has started, it asks for the model's scale.
All this really does is simplify the conversion process and save a tiny bit more memory, since I can still just convert every two frames with massive memory savings on the interpolated frames. The downside is that each keyframe is duplicated in the next animated mesh. With these improvements, that would be prevented.
.. And just an addendum, I did update my loading function to work with the new binary files.