model@animation format

When using the @ format for animations, does the animation file have to contain the mesh or can it only be the skeleton w/animation?

Thanks.

I don’t think it has to contain the mesh, but you might get some (probably ignorable) errors.

As far as I know, it just compares the names of the objects in the animation and applies them to whatever it finds in the t-pose model. So, as long as your bones are named the same, it should be alright.

Best way to find out is to just give it a go…

I export the mesh/skinning with the animation when I use the @animname method. It seems like it should be redundant, but I had trouble when I didn’t.

It won’t increase the final build size though because only the anim clip is used.

I am using the @ convention for animations on a hidden mesh in XSI… and I have had zero problems :). Go for it