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the problem is not getting smooth deformations with vertex animation but rather getting smooth deformations and using bones at the same time!



True, with pure vertexanimation you get on "highres" Characters even smoother animations (according to the limit of blend vertexes the engine could handle, and as i did read conitec whant to inegrate only 2 vertex blending), than with bonebased animation, but it lacks on "interactivity"

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Another advantage of bones vs. vertex animation is the file size.


You, but it would be even greater if it would be possible to seperate the animated bones from the file with the rigged one. As far as i know Gamestudio actually need it that its in one file, well it would be possible to animate the bones by hand but... lol