As far as I know, LibGDX has a FBX importer, please can anybody confirm? The problem is that this format is neither open nor standard. In my humble opinion, if you really want to use it, export your models both in binary and in ASCII. It would be safer not to use it to store your models on the long term. I’ll explain those things in details in my next tutorial about JogAmp’s Ardor3D Continuation.
Actually, the format of the file that you use in input has an impact on the duration of the import, sometimes on the accuracy of the data, but most of the time it has no impact on the animation themselves except if you load each key frame one by one at runtime when you animate a model, which is typically what I don’t do. You can use a format to store your models on the long term, another format more suitable to edit your models in any modeler and another format to load your models faster in your favorite engine. This engine should store the data of your meshes and the key frame, a float is a float whatever its origin. I’m not sure that using a WaveFront OBJ file for animations is noticeably worse than using a Collada file as in both cases, I assume that the modeler loads all key frames in memory. Yes any ASCII format uses much more memory, there are different formats for different needs.
Collada is well documented but it takes a long time to support all its features when writing an importer. You can implement only a subset of them if it’s enough for your need.