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    <p>You could do something like good old Quake MD2 models - every prop is also animated morph with animation frames synced to all animation frames of the base mesh (e.g. running_gun, idle_gun, running_hat, idle_hat).</p> <p>See, for example, weapons here:</p> <p><a href="http://alteredqualia.com/three/examples/webgl_morphtargets_md2.html" rel="nofollow">http://alteredqualia.com/three/examples/webgl_morphtargets_md2.html</a></p> <p>You would need to do this when exporting the model, having all props animated together with the base model and then export them one by one individually. </p> <p>It wouldn't be very elegant or efficient but it should do the job and work straight-out-of-box (like MD2 models, which ultimately also end up as morphs, you just need to map your asset pipeline to MD2 pipeline).</p> <p>Another option, as you mentioned Collada, could be to somehow use the original skeleton in addition to morphs (that is, if your model does have skeleton, I think Collada allows both skinning and morphing). </p> <p>Though this I guess would require messing with ColladaLoader (morphs are baked by software skinning, so information about bone frames is somewhere, there should be something like "head bone"). </p> <p>Or maybe you could somehow layer rigid body animation of props in addition to skinned / morphed base mesh into Collada, something like animated parts here:</p> <p><a href="http://mrdoob.github.com/three.js/examples/webgl_loader_collada_keyframe.html" rel="nofollow">http://mrdoob.github.com/three.js/examples/webgl_loader_collada_keyframe.html</a></p>
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