libgdx_blender_g3d_exporter
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Dope sheet actions don't get exported
I am using the dope sheet to create keyframe actions, but they are not exported to the g3dj file. It works properly if I use the fbx exporter and convert it afterward, but it would be nice for it to work using this.
I did make sure that the "fake user" option was checked by the way
I would like this, too. As FBX converter for some reason screws everything up.
Dope Sheet actions do export it seems, but I run into problems when I edit key frames in one of the actions and then only one of them (I guess the first? or maybe root bone?) action export. It seems there is something that needs to be reset on the armature, but I can't figure it out yet. All actions work fine in blender, which makes debugging a little difficult. Do you get no actions(listed under "Animations") at all in your file when you export?
I think I have found out why I had problems with my actions. Hopefully this helps other people. I have two simple actions one is Move the other one is Rotate. My Move action exports every time, while my Rotate action exports only if it is a Quternion Rotation. Since, I need a very simple one axis rotation I was trying to simplify it to a EULER rotation but when I do the Rotation action does not get exported.
@dilom That makes sense. I read the Python property for quaternion rotations but my initial belief was that no matter the kind of rotation I read Blender would always convert the actual value and return it.
From your report it seems that's not the case, it will only return quaternion rotations if that's the kind you're using.
Thanks for the report. I'll check if I can verify which rotation is being used and convert if necessary.
I am having this issue as well. After exporting I have 0 animations. Does anyone have a fix for this? I'll attach the .blend file I'm using and the exported files as well. animation_issues.zip
@orodri You had the same problem as dilom, your rotation animation was using Euler rotations and my exporter doesn't convert them to quaternions (G3D only supports quaternion rotations).
I semi-fixed your animation by converting the rotation to quaternions and the animation exported as usual. I say "semi" because for some reason your action isn't looping after the change, but I believe you can fix that.
Below is the fixed file.
Thank you.
Hi. If anyone could give me some advice because I try to export a model with multiple animations and when I import it into libgdx the animations and the model look warped. model.zip It is important because I want to add this plugin in the BDX project.
I found that if you create an animation it saves correctly but if you create two animations the first animation is the sum of the first and the second animation and the second animation is like the sum of that new first animation and the second animation.