Ah yes, I agree. However this is just a solo project, and I don't have teh monies to afford 3ds Max so i'm stuck using Blender :/
You should work with a format that will be as widely used as possible. Making something for Blender is useless for people who use 3DS Max.
That wasn’t the point.
Don’t make exporters for a specific piece of software—make exporters for interchange formats such as COLLADA and FBX so that anyone using any software can make model files for your game, from Blender, Maya, whatever.
Put another way, if you make something for Blender, then you support only Blender.
If you make a converter for FBX, then you support Blender, Maya, 3DS Max, Cinema 4D, SoftImage 3D, Alias|Wavefront PowerAnimator, and NewTek LightWave 3D.
I’d recommend FBX over Assimp. While Assimp supports more formats than you would ever need, I believe the way it stores animations is lossy, storing them as keyframes of full-sized matrices rather than as individual tracks.
This might be part of a post-processing feature. Other post-processing features such as collapsing the scene graph are also undesirable if they end up being exported that way—you definitely want to keep the full scenegraph intact when you export to your own format.
I am also not sure how easy it is to do keyframe minimizing, etc., in Assimp.
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