To make my question a little clearer, here's a comparison b/w the jeanette model that was posted previously (based on that 3ds file, exported from 3ds 2010 using OpenCOLLADA for 3ds Max; Version: 1.2.5; I haven't tested this in the engine for non interesting technical reasons) and the Poser pro model.
Files at
https://umdrive.memphis.edu/aolney/publ ... ometry.zip have 1 section of geometry each. As is clear, the Poser pro has a much smaller geometry section. Most notably absent is the triangle data.
My question more specifically is
1) What parts of the <geometry> are necessary for a morph import into Horde3d
2) If I can't export these morphs using Poser pro -> export, then I will have to bring them in as meshes individually. Does that mean I should load the collada figure into a Maya scene, then each individual head morph as a separate mesh into the same scene? Can those head meshes be anywhere, or do they need to be in correct relative position to the body (all overlapping and situated on the neck)? Any pointers would be useful b/c I've always worked with skeletal animation in the past. In this project I want to use skeletal animation for the body and morphs (hopefully) for the face.