Thank you very much for your answers,
Please note that all the knowledge I have about avatar creation was
gathered month after month, learning on the fly while exploring new
things. I have no other formation than what I have learnt in my
secondlife creator path, and thousands hours spent self learning
blender.
This said, there are a few things I can say :
Exporting the vertex bone weights is necessary. I don't know much
about collada format yet, but from what I read, despite collada does
support this, it seems you were right about blender -> collada
exporters : they don't seem to export bones weights. This is a
critical feature if we want good looking avatars.
Bone weighting is a good basis to deform the mesh in animations. But,
in some cases, like shoulders, knees, elbows, just to mention the main
ones, I think they are not sufficient to create believable, human like
movement. Blender allows to blend mesh deformation driven by bones
rotation ( You can see
http://kokcito.tk/rvk/ipo.html by Jorge Rocha
if I am not clear ) .
The format I used to export my mesh to rex was OGRE. Ogre allows to
bake the above mentioned shape corrections over the skeleton
animation, though this was quite complex to put all together. The big
problem, is that these mesh corrective deformations are VERY heavy in
the animation, as every vertex position is described in the time. In
the end I don't think it would be doable on a large scale, as this
would eat too much bandwidth.
It would be very interesting to find out how to implement this. I am
almost sure the SL avata