I mentioned in another thread that I would prefer baked data. In fact I believe it is essenitial since it means my artists can use any features they want, IK, constraints, expressions, other special plugins. To do that I need to let the 3D package compute the info and then just pull out raw matrices.
So, my preference is for matrix related animation (nodes, joints) that collada include a complete baked matrix per frame. Others might prefer trans, rot, scale info but I'm just making the request that collada include the matrix as baked by the 3d package because you never know what is truly influencing those matrices.
On top of that there are a zillion questions about exporting animation that I'm not sure are going to be easy for collada to address across systems.
Animations that need to be covered:
* node animation (moving an object)
* skinned animation (weights on vertices)
* morph targets (including the list of targets and how they are mixed)
* vertex animations: pos, color, UV.
* texture animations
* user parameter animations
* standard parameter animations (for example changing the U wrap over time)
Of the top of my head I'm feeling like the only way to wrap my head around this issue would be to actually try to write the exporters for all the various packages and as I was doing it learn what's possible and what's not while at the same time making sure that in all cases I could achieve my goal.
I don't envy you guys.
My goal might be summed up by saying I want to make an exporter where from a collada file I can build a 3D cutscene turning characters into skinned characters where need be. Handling morph targets, pulling out animated camera info like FOV, animated light info like umbras, colors; animated user data that I might be using for in game effects, etc. I have this already but it's Maya only. In my current division the #1 used package is Lightwave.
sorry if this is a kind of ramble but I thought I'd just post something to start the ball rolling on animation issues and ideas