The mesh is a child of the 'mothernode' as displayed below.
I store multiple anim sequences as 1 big KEYS chunk per node, then after loading in Blitz3D, I use extractanimseq() to assign my anim cycles, I can't say for sure that it's the 100% correct way to do it, but I know it works perfectly in my exporter.
Tom
TEXS Chunk BRUS Chunk ROOT NODE (the mothernode!:) | +-MESH Chunk | | | |-VRTS Chunk | |-TRIS Chunk | +-ANIM | +-NODE (pelvis) | | | |-BONE | |-KEYS | | | +-NODE (waist) | | | | | |-BONE | | |-KEYS | | | | | +-NODE (chest) | | | | | |-BONE | | |-KEYS | | | +-NODE (right_thigh) | | | |-BONE | |-KEYS | | | | ...right_shin and so on
I store multiple anim sequences as 1 big KEYS chunk per node, then after loading in Blitz3D, I use extractanimseq() to assign my anim cycles, I can't say for sure that it's the 100% correct way to do it, but I know it works perfectly in my exporter.
Tom