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- Animation
- =========
- Animation supported:
- - transform animation of all types of objects
- - transform animation of pose bones
- - shape key animation
- - light animation
- - camera animation
- Multiple Actions For Single Object
- ----------------------------------
- In most games, one object would have several animations to switch between.
- This add-on has support for exporting multiple actions all at once into
- a single AnimationPlayer and makes it easy to switch actions.
- This workflow makes use of blender nla_tracks. Here is a brief guide on how
- to use this feature:
- **1. Stash active action**
- New created action is always an active action bound to object. There are
- several ways to place an active action into NLA track,
- one is of course doing it in ``NLA Editor``
- .. image:: img/nla_editor.jpg
- .. image:: img/nla_pushdown.jpg
- Or it can be done stashing the action in ``Dope Sheet``
- .. image:: img/dope_sheet.jpg
- .. image:: img/stash_action.jpg
- **2. Check mute status of NLA tracks**
- An NLA track can be ``mute`` or ``unmute``, the exporter will export all
- the ``mute`` NLA track as a separate action, while blends all the ``unmute``
- NLA tracks into every action (including the action) being exported.
- .. image:: img/nla_strip.jpg
- **3. Export the scene**
- Make sure the ``Export Stashed Actions`` option has been turned on.
- .. image:: img/stash_action_option.jpg
- Then all the stashed actions, as well as the active action, are exported
- to an AnimationPlayer.
- .. image:: img/in_godot.jpg
- Constraints
- -----------
- Sometimes complicated animation is built with object constraint; a usual
- example is inverse kinematics. The add-on would automatically check if an
- object has some constraint; if it does, all the constraints are baked into
- actions and then exported along with the object.
- Animation Mode
- ---------------------------
- Godot and Blender have different structure to store animation data.
- In Godot animation data is stored in an AnimationPlayer node, instead
- of in each animated node. In order to fix this inconsistence and still
- make the animation play versatile, this add-on has three animation exporting
- modes.
- **Mode 'Animation as Actions'**
- Treat all the animations as object actions, so in the exported scene, every
- object would have its own AnimationPlayer and hold its actions.
- **Mode 'Scene Animation'**
- If you want your animation to generate the same result as playing at Blender's
- timeline, this is what you want. In this mode, all the animations in the scene
- are placed in just one AnimationPlayer in the scene root.
- **Mode 'Animation as Action with Squash'**
- This mode has very similar behavior of mode 'Animation as Action', but it
- can generate fewer AnimationPlayers; objects in parent-children relationship would
- share their AnimationPlayer. It is useful when you have several rigs, and each
- Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer.
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