ram:
meshdata has a filesize as well (not only textures)....x/y/z/normalvector/bone assignment/texture mapping aso
this data needs to be stored as well. Now with 1500 frames you will need to store this data 1500 times for every frame once. This will lead to a big filesize.


a good bone animated char. would be a lot smaller since you can get rid of the frame related data and use shared animation data. This means you would only need one set up rig with the vertex weigting and load needed anims into the model during runtime.

dds support could also minimzed the needed data for the skins....so smalle filesizes should be on the way with every new feature

cheers


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