Game Development Reference
In-Depth Information
5. The Anims Ranges option allows you to split one big animation sequence
up into several smaller animations. If you click on the Edit… button, the
dialog box just seen will be displayed. Use the Add button to create a new
animation range, use the Name textbox to name the animation, and then
drag the sliders to set the Start and End frames for the animation. Use the
Delete button to delete an animation range from the list. The Done button
will close the dialog and accept any changes made, while the Cancel button
will discard any changes made before closing the dialog.
6. The final option that affects animation export is the Sub Anim Root textbox.
You can enter the name of one of the bones in the skeleton and the animation
data will only be exported for that bone and its children. We'll learn more
about sub-animations later in this chapter.
7.
With all the animation-related options in the exporter now set up, just click
on the Export! button to output one or more ANIM files. The number of files
exported depends on how many animations were in the scene, the status of
the multianim checkbox, and whether the Anims Ranges option was used.
Exporting animations using the Blender
plugin
You can also export animations using the Blender plugin. The terminology used in
Blender for animations is a little unusual, as Blender calls the skeleton an armature ,
but aside from that the approach to animation is the same.
 
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