Hello, I hope this is the right place to put this.
So I have this model ready in blender, along with an animation for bone scale to make a character look slimmer, medium, or stronger depending on which frame the animation is on.
I want to use this for customized characters so that all of them can rely on one model. And it looks great!
The problem? When I play them at the same time in Blender, all the bones that were animated in IK turn back to normal, while those animated in FK stay "buff". But if I have the "buff" animation selected when the other animation is playing, it's perfectly fine.
But say I were to export it to 3DS and use those animations in the A7 engine. Because MED and A7 don't use IK controls, wouldn't it assume everything is FK?
And thus, would that make the "buff" animation look correct in-game?
Thank you for reading this! I don't really have access to 3D Gamestudio for now, so I'm trying to figure out the best way to get these custom size animations working.