Hi Gauge,
You can find the b3d file specs, format and sample code on the Specs & Utils section of this site. Also, in the code archives, I think there are a couple of loaders/decompilers for .b3d (though I'm not 100% how detailed they are).
As to joints and animations, unless you're doing really simple animations, it would be best to use a utility to do the anim stuff. In a nutshell though, a joint is a pivot, that you parent vertices too in a mesh.. You can have a hierarchal skeleton by having a root "joint", and then parenting other joints to the root, creating a joint chain (each being dependent on the previous). Animations are then interpolated/tweened as changes in rotation and position of the joints over a given time, or # of frames. To my knowledge, that's the basics. I don't know if it helped answer your questions, or confuse you more ;-)) ..
Hope it helps
You can find the b3d file specs, format and sample code on the Specs & Utils section of this site. Also, in the code archives, I think there are a couple of loaders/decompilers for .b3d (though I'm not 100% how detailed they are).
As to joints and animations, unless you're doing really simple animations, it would be best to use a utility to do the anim stuff. In a nutshell though, a joint is a pivot, that you parent vertices too in a mesh.. You can have a hierarchal skeleton by having a root "joint", and then parenting other joints to the root, creating a joint chain (each being dependent on the previous). Animations are then interpolated/tweened as changes in rotation and position of the joints over a given time, or # of frames. To my knowledge, that's the basics. I don't know if it helped answer your questions, or confuse you more ;-)) ..
Hope it helps