You can make a loop switching the frame each 1/16th second, and it would look like a gif. It would also look cleaner than a model or an .ogv file, because you wouldn't have to mess with cameras + dialogs + resolutions.
Models are animated at the refresh rate and can be dialog elements themselves. For vector based animations they are likely unbeatable as far as size and quality goes. Where as the trigger approach allows for at most an animation rate of 1/16 game seconds per frame (a slide show), the models can be animated at a full 60 or more frames per second for highly smooth animation. The trigger approach is at best a place holder until model assets are created since you just cannot beat the quality of something running at native refresh rate against something animated at 1/16 game seconds (which might even be less than 16 times a second!).
You could try applying motion blur to the frames of the animation to minimize the effect of running at sub-native refresh rate. This will make motion look quite blurry however due to magnitude of blur required (1.875 times as much blur as film).
Models would be the best bet as the SC2 engine would animate them at refresh rate where as triggers only allow for animations at 16 fames per game second (usually a lot lower than refresh rate). Also being vectors they will be smaller than any form of animated sequence and scale better at high resolutions.
Models are animated at the refresh rate and can be dialog elements themselves. For vector based animations they are likely unbeatable as far as size and quality goes. Where as the trigger approach allows for at most an animation rate of 1/16 game seconds per frame (a slide show), the models can be animated at a full 60 or more frames per second for highly smooth animation. The trigger approach is at best a place holder until model assets are created since you just cannot beat the quality of something running at native refresh rate against something animated at 1/16 game seconds (which might even be less than 16 times a second!).
You could try applying motion blur to the frames of the animation to minimize the effect of running at sub-native refresh rate. This will make motion look quite blurry however due to magnitude of blur required (1.875 times as much blur as film).
Models would be the best bet as the SC2 engine would animate them at refresh rate where as triggers only allow for animations at 16 fames per game second (usually a lot lower than refresh rate). Also being vectors they will be smaller than any form of animated sequence and scale better at high resolutions.