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Blender, bone size, and animation #290718
09/20/09 21:26
09/20/09 21:26
Joined: Jan 2009
Posts: 20
T
Tuah Offline OP
Newbie
Tuah  Offline OP
Newbie
T

Joined: Jan 2009
Posts: 20
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.

Re: Blender, bone size, and animation [Re: Tuah] #290780
09/21/09 12:06
09/21/09 12:06
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
You should export it to fbx, and you can use the free Lite-C for testing, because it comes with MED, that can convert from fbx to mdl, the format of 3DGS.


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