I won’t say forgive my naivety. If you don’t like me, don’t write back. Scorn is not very helpful and it’s a waste of your time.
For an animation to be transferred from Blender to a game engine, all kinds of information must be kept intact. Constraints, drivers, transform locks, influence sliders, keyframes, vertex weights, the list goes on endlessly. Man what a pain! Are all these things seriously running real-time inside the game engine post-transfer? That’s stupid.
A simpler concept would be recording mesh behaviour from frame-to-frame, ie. frame 1: vertex A is at this position in 3D space, frame 2: vertex A is now at this position in 3D space. Apply this to all vertices.
Can this be done?