Actually, this would quite a useful set of questions to answer. I was looking into this just a bit earlier and did come across this useful little tid-bit:
Press, if you follow this and maybe try some trial and error (depending on the set-up you have), can you post what happens?
I just recently got recruited to do the modeling and animation for someone who plans on building a game using the Irrlicht game engine and so have been trying to figure out the best approach to the project pipeline to bridge the gap between Blender and Irrlicht. MD3 (and MD2) files, from the forums I’ve caught scattered across the inter-webs, seem to produce very messy results and don’t like armatures/skinning by weights very well. So DirectX looks to be the best approach. However, while I have a lot of experience with Blender, I have none with Irrlicht, so if anyone with expertise or experience can answer this bridging/exporting problem that would be excellent.
My concern is the same as Press’s, if I have several animations associated with my mesh and rig (as is necessary for a video game), will this export put all the animations into the one DirectX file and then Irrlicht will allow for each animation to be used when needed?
Edit: Anyone know of any useful tutorials/sites addressing this specifically?