I am trying to bake an animation based on physics. I am exporting this animation to a file formation that I would be able to use in OpenGL. Which means it has to have an equal number of Normals, UV's and Verts and they must all corresponding to each other. I was making vertex animations which isn't going to work as I start running out of memory at around frame 15 out of 240. ( I didn't make the models, I am working on the exporter - the number of polys is not allow to be lower than what it is)
I was hoping that I could use Joints and attach them to each rigid body and instead of saving out all Verts/UVs/Normals for every frame I would save out just the transformations for a particular mesh and do a Skinned Animation.
The problem is if the model position moved based on physics the joint itself stays still. Is there a way to set it up so that the joint follows the object and takes on its transformation? If I am going about this the wrong way I would be glad to know of a different solution. Thank you in advance.