A modeler friend of mine was recently explaining a method of animation called UV animation, in which the mapping of UV coordinates to be used when texturing the model can actually change over time just like any other part of the animation. This allows for more advanced and efficient animations, like making an eye look where every you want and be able to blink while all still being part of a single character mesh. Is anything like this possible in java monkey?
Just change the texture coordinate buffer or do the mapping in a shader (which is probably the most efficient solution).
For both of these cases you can do it with a regular skeletal animated mesh
Thank you both very much, that answers my question ^.^