I’m trying to wrap my head around HOW a key framed animation is stored by Maya or Blender then imported / used for animation within Unity 3D (v3.5 or v4.0). The target device will be Mobile.
#1. I understand when i create a key frame i am noting the X/Y/Z location of every vertex of the model at a specific time. When i go to animate for 10 seconds, the 3D modeler (Maya or Blender) will use its algorithms and my CPU to interpolate between keyframes to determine where each vertex should be thereby creating a smooth animation throughout the sequence. When i save my model (+animation) to disk within the 3D modeler it only stores the keyframes NOT the full animation of the vertex changing over time. Is everything above correct?
#2. When i import the saved package (.MB or .FBX) into Unity3D it will read in the animation. Does Unity 3D read in the keyframes like the 3D modeler then interpolate between keyframes to perform the animation dynamically each time on playback OR does the animated file contain the full movements of all vertices over time making the saved model file large and memory consumption huge but the playback less CPU intensive (since no dynamic interpolation is performed)?
#3. How does this differ wrt CPU / Memory/ Disk space usage if i were to bypass creating animations within the 3D modelers and instead use Unity3D’s built-in key framing engine?
Thanks for clearing things up.