What was the polycount of the model you used in cfx indi?
I was using the demo version to try it out and found it not only ran slowly using the supplied models but left junk in my memory to the point where I had to restart.
This may only be an issue with the demo, or an incompatibility with my system (geforceFX5200, directx 9x, 512meg ddr, athlonxp@1550MHZ)
Well anyway, 3ds max 3.1 ran a fully textured 5000 poly model's animation in realtime while I rotated the viewport regardless of whether I used the directX or openGL viewport renderers, And dbPro runs this model equally well.
CharacterFX locked up and ever so slowly drew in the bones on loading an object, and acting on said bones or rotating the view was so laggy as to make it useless. Even on it's own demo models, the animation playback and view rotation was jerky, and after selecting a joint to rotate/move, there was perhaps a half second before the axis carat appeared, same amount of time between selecting an axis and it highlighting yellow, and then you get the picture why this seemed pretty wrong to me anyhow.
Perhaps it's a directX 9.0 issue, but that doesn't explain the horrible state my system was left in each time I ran cFX.
Back on topic, I should have mentioned that for extremely low poly models, vertex weighting is kinda unnessecary if you design the mesh with animation in mind, it becomes a problem not having weighting when the realism goes up. More polys means tighter folding at joints, hence the need for weighting
So milkshape is actually a great little animation package for those just starting out in both modelling and animation, it's very simple to use and very cheap considering how stable it is
ZX Spectrum 48k Issue 3, Radio shack Tape drive, Rank arena 12" T.V. set.