So, I am making a game with the help of Blender and Collada. Then I got to making the aimation system and realized that for the animations for the bones I should probably not use any interpolation in a single animation. As in, when you aniamte in blender you don't animate on every single frame. Therefore there is interpolation going on, usually cubic/beizier. However, if you are exporting the animation in Collada, should you bake the animation and then send it to your game. Becuase the later would be to export less matrices, creating a smaller file, but more computations at run time. Because instead of just doing the matrix multipications, you would also need to do an interpolation conversion. I only really see interpolation useful between animations and paramterizing animations. But an animation itself should have a full set of matrices per bone for each animation. If we can calculate it before runtime and it will always be the same, why not?
Is what I am saying make sense, or is there a huge concept that is currently flying over my head? I want to start programming this thing, but dont want to make a huge mistake resulting in me doing the whole project again. Just wanted a few pointers from people who have been doing it longer.
Thanks in advance!! ;)