ok, tested with a huge (coincidence, was for an AG, but targeted to rendered sprite of 100 pixels, that's why the poly count so crazy) count of 10k tris.
The fact is...I have another concept issue...hey, thought ms3d, the binary format, was only for mesh, while ascii .txt was the actual animation...I think I realize now...the ascii seem to be the full thing to, and surely ms3d too...they seem to be just to different ways, ascii and binary, but both port whole info.
Sadly, I can't read a binary file, but what Character Fx exports is ascii...well, i read here the huge coords list...
Stuff is...i am suspecting I can see here something that could well be the weight PER JOINT...but unsure...
Would need to be a coder and know the format well to guess it...
Anyway, unless I may find an ascii to ms3d converter, this tol would be of no use, as Wintermute only loads the ms3d format.That's another think I like of x, it's ascii.(wel, can be also saved as binary...)
If ms3d contains partial weights as all is pointing to, then, it'd *only* be a matter of whoever willing(ehm...jerrot?
) for it, or even same Venom (author of ms3d exporter for blender) update and fix the python script...And ensure it exports well the weights for several engines that use the ms3d format (heh, is not only Wintermute: there are a bunch of engines loading ms3d format for some reason...if it has internally weights, I'll have to start saying I like the format better than the tool...
Which rocks, anyway, too
)
edit: yup, rereading that ms3d forum thread, found certain sentences : "MilkShape is able to Import as many Vertex Weights as any game supports it. MilkShape loads the data but then ignores to use it"
So, finally, a matter for any blender python programmer.