Thanks a lot guys and sorry for not getting to you earlier. PC crashed and ISP line was down for the last 2 days. But here I am.

Yes, I agree, skeletal animation is best... However, if I had a sphere with let's say 16 faces (Perhaps a Geo Sphere if the faces don't fit) and I decide to explode it with an animation, then I'd have to control the 3 vertexes of each face as they detach from the center of the sphere...Right? This means that for each frame I'd need the new locations of each vertex (In the case they are not following pre-calculated trajectories as in following an algorithm but moving into pre-defined locations for each vertex) + the current locations of all the vertexes. So, this means we need memory for: AllNewLocations[...] * NrOfFrames for predefined animations. If we're using trajectories then it's not a problem, there are a few key-points where we ****f to a new direction then keep moving.
Anyways, I suppose very few people ( But I'm sure someone does) use the style of animation I described above. Like in 3d Studio max it just coiuldn't be possible without doing what I said.

Anways, I've decided to use MD2 (Yeppers!!) models and animate them using keyframes and bones. The simpler the better


Thanks a lot