What I'm wondering though is how morph targets are calculated in H3D, are they in CPU or shader-driven? For efficiency strategies, if I were to only make morph targets in selected parts of the geometry like the head/face, would I need to split the geometry so that the head is separate to the body or could I make the morphs only have head data (while keeping the exact vert count in the head matching the original model) so I could just keep the head+body as one single skinned mesh but save memory by not storing morph changes in parts which have no change? Some clarity in this would really benefit the asset creation wiki.
I'm not so familiar with all those modelling techniques, but as far as I know the realization within Horde3D, morph targets are calculated on the CPU.
I did a test with a model of mine that I'd like to see in realtime, fortunately I made sure to make weighting a max of 4 bone influences per vertex but currently it has well over 75 bones so the shader can't handle it and cut off the legs of the models upon importing into the horde3d editor (109 bones, yikes!) so I am off to replace a lot of bones with morph targets, but I'd like to know some of these details first.
You may also try to use software skinning if you aren't able to reduce the number of bones. If I remember correctly the bone limit is only existent for the hardware skinning, since there are not enough registers on the GPU to have more than 75 bones. Maybe Marciano can answer those questions a bit more detailed.