The easy way is to use the same fps-setting in blender like for the animation, but most every player uses different fps-settings for the single shape-animations … The scaling of the nla entry of the moving models (special the skelett-like-cowboy) breaks the switch of the shapekeys at some points (then some parts of the object will move weired …). The video proves some of those animation-problems. It might have to use some kind of staircase-fcurve, but the import was not to use those animations, it was only to check the settings (and there are a lot of models with some quirks). But the different fps-rates of the animations makes it impossible to scale those and display with a bezier-curve-like movement. If anyone tries it, i did the import of the players tags to an armature and trigger the change of the mesh-shapkeys with one bone to switch on/off.
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