So, I am kinda going to visit unexplored territory (for me). Short sum up of what I need:
Animate 3D model using premade animation in 3D software exported into single FBX. I did bit of research regarding what fbx and mono can currently handle and I´ve decided that one FBX per character type with animations split into regions (1-60 walk cycle, 60-80 strafe, 80-120 dead animation…) will do. I plan to use single skeleton to cover all male models, thus one animation set but I need ability to switch between different models for that skeleton (not just textures).
Now to the point of this topic. I´ve done some research, read through few articles, downloaded and went through Skinning Sample for XNA 4.0, checked “Better skinned 3D Animations”, read about Animation blending in XNA, ms blog post about how to merge fbx together. Thing is all information I´ve found well kinda sparse, incomplete, possibly outdated, at least for me since my knowledge in this area is quite low. All I am asking for is if someone could point me towards some source of information covering this topic from scratch (ignore asset creation process, I am absolutely fine there). I feel like I am missing something.
Edit 1 (solved):
Alright, let me throw some issues here while at it:
Loading model - so it seems using monogame content pipeline isn´t good idea, it loads mesh as a bone, thus ending with mesh count = 0. Tried FBX 2011 to 2013 with all standartized settings. Even model without any actual bones. Do I still have to use XNA to process FBX?
Solution: While exporting split per vertex normals needs to be enabled otherwise mesh is treated as bone.
Edit 2:
https://github.com/mono/MonoGame/issues/3057 This doesn´t look fixed at all, is it me or…?