If you have a skeleton animation, load and export as md2, Prefab will during the process convert skeleton to vertexanimations.
reload this md2, if you want to save as as3 or reedit the vertex animation.
As the translation is linear, you will probably have to tweak some part of the animation anyway.
You can indeed load the obj, select the mesh and open the editor. Or simply
start Prefab, open the editor and load frames.
but by frame here is ment keyframes. Means a mesh stored in an external file.
basically the same mesh in your editor with a modified geometry similar to previous keyframe. The file must have only one mesh. obj’s are easy for this. Dae should work too, but because it must have same construct order, same amount of vertices, you may not be able to load because its not exactly the expected amount. So you should stick to one format as parsers and exporters may differ in the way they order the data and the way they build it back.
Collada’s must be triangulated, as quads or face with more than 3 vertcies are unsupported. It also must be a 1.4.1. if you try to load an 1.5, Prefab will ignore it for now, as some nodenames and some stucture are not constant per vendor. I hope we’ll have better support for 1.5 later this year.
Prefab will probably show some warnings or traces to you if the file doesn’t meet the requirements anyway.
so to recap open prefab—> editor—> make a frame—> load file—> make new frame row, load file etc…
This is far from ideal, I know, I added this to at least allow vertex anim constructs from external files if you do not have the md2 anim export option in your editor. That’s al I have to offer for now…