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Feature #737

Animation exporter

Added by Fredrick Amnehagen 8 months ago. Updated 11 days ago.

Status:
To do
Priority:
Normal
Assignee:
-
Category:
-
Target version:
Start date:
2024-08-31
Due date:
% Done:

0%

Estimated time:

Description

https://blender.stackexchange.com/a/184

f you go to the Dopesheet View you can create and name separate animations with the Action Editor pane. You can also use the main Dopesheet pane to scale your animations.

enter image description here

Each of these animations as it relates to the objects do have their own separate timelines within Blender and can be linked or copied to other .blend files.

Also you can press M in the timeline to add a marker. I would really recommend desisting from the approach you have been using as it's very inefficient and is prone to error.

...

An interesting use for timeline markers is the triggering of events/sideeffects, e.g. triggering to play a footstep sound in the frame the foot hits the ground, firing a projectile when a trigger is pulled, e.t.c... Unfortunably, such use is not supported by most exporters (e.g. timeline markers are not exported). When using multiple actions, make sure to activate 'fake users' for the actions, otherwise, actions currently not used (e.g. with 0 users) aren't saved. Also, I did a little test w/actions: It looks like the .x exporter only exports the timeline/current action. –
Exilyth
Commented May 31, 2013 at 1:17

...

So this answers how we could save and manage multiple animations in a single blend file, as well as my ideas on animation markers. In the becos exporter, the animations will also export the markers. :) the add-on could also have special markers each for sound and effects, or just markers with tag names that is listened for in the game and triggers things such as sounds, particle effects, opening doors etc...

History

#1

Updated by Fredrick Amnehagen 11 days ago

  • Assignee deleted (Fredrick Amnehagen)

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