Animations


General

  • Assume knowledge of keyframes and interpolation.
  • Define keyframes (Animation vs. dataref)
  • Gotcha (easeIn/easeOut) default Blender, XP linear

All about Clamping Animations

....if you're really into "middle ages" stuff...
Animating with AC3D


Show / Hide Mesh Objects


Mesh vs. Bone Animation

See the Workflows > Animation > Showing & Hiding section of this manual for more information and examples of how to show/hide Mesh Objects with Datarefs.

WARNING

Putting keyframes on an Armature is NOT the same as putting keyframes on a Bone. XP2B ignores keyframs on Armatures! Always put your keyframes on Bones in Pose Mode!!


Keyframes / Values

NOTE

If two successive keyframes have NO DIFFERENCE in either their keyframe value OR their rotation/translation, then NO animation will be exported to the OBJ


Dataref Mapping

  • Only animate what you need. Don't animate a translation if you only need a rotation, etc.

Virtual Commands


Best Practices

  • Make those keyframes linear types!
  • For rotations, prefer bones
  • Be careful with Skeletons
  • Attach Mesh Objects to Bones, not Armatures

  • XP2B ignores the timeline. It only considers the keyframe values and the position/orientation, and linearly interpolates between the two.

Quaternion or Euler?