Animations
General
- Assume knowledge of keyframes and interpolation.
- Define keyframes (Animation vs. dataref)
- Gotcha (easeIn/easeOut) default Blender, XP linear
....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
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Attach Mesh Objects to Bones, not Armatures
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XP2B ignores the timeline. It only considers the keyframe values and the position/orientation, and linearly interpolates between the two.