Entraides et échanges autour de la technologie Scol - Informations and exchanges on the Scol technology
Vous pouvez changer la langue de l'interface une fois inscrit - You can change the language once registered
You are not logged in.
1)
I made a simple animation in the blender. Opening and closing the box. 0-80 and 80-140- on the timeline
In the program, adding animation, automatically got that length is 5.78 / playing the animation and realized that it would be convenient to see how these frames (numbers) are played, but I randomly dialed 2.8 and almost guessed the position of the end of the first animation. But if for example I have 20 animations, it would be easier to see how these numbers scroll during the animation, to see where the end and the beginning of the animations are. This would solve the problem.
2)
https://www.youtube.com/watch?v=JYz4AdYI64A
How to do a trigger once and expect for example the animation completes.How to make this process smooth?
the video shows that the animation is triggered every time from the beginning as soon as the object touches the trigger and the same triggers the second animation if you remove the object.
Offline
Hello,
In Ogre animations are not key related, it's only based on time (at least when you play them), it also depends how it's exported by the blender plugin.
to be sure your object to not replay the animation on contact, you can use a switch plugit.
contact overlap started -> switch anim.input
switch anim.left -> anim.play
switch anim.left -> switch anim.switch right
anim.end -> -> switch anim.switch left
Offline
the plugin is not working in blender, and that works in it the head can be broken. Animation is an important part of development, and is it a closed issue. If only to do animation with a single frame and already in the program to cut .
And to manipulate these segments.
Offline
animation switch - use the segments created in blender and exported using the plugin. If the switch animation could use animation(plugTs)
it would be possible to create sections of animation in the program and manage. Without having to plugin OGRE a blender.
Offline
but animation switch will try to overlap animations for transition. If you have only one animation on your model the transition can make strange behaviors. In that case use animation plugit directly.
Offline
I would like to make a complex animation walk. But the OGRE plugin is not allowing me to do so. In blender, you need to call the keys of the animation, then export using the Ogre plugin which I have refused to work.
Offline
did you tried this one ? http://www.ogre3d.org/tikiwiki/Blender+Exporter
Offline
There is no way to make one object a few animations. Only resorting to the plug-in OGRE(it is buggy)
If it would be possible to cut the animation into parts and then manipulate them. Inside of the program.
Offline
you can split animations by creating sequence animations on the OS3D scene tree.
Create a new animation sequence
choose your animation and redefine the animation start pos and length.
Offline
did you tried this one ? http://www.ogre3d.org/tikiwiki/Blender+Exporter
Yes, I have failed. There should be, as it in the blender to make different segments of the animation, then call them. Previously it was a manual. And when you try to export, nothing happened. This is a very difficult process. Do not make it easier.
Offline
http://www.openspace3d.com/documentatio … ences.html
you can also check this for blender2ogre : http://www.ogre3d.org/forums/viewtopic.php?f=8&t=83159
Offline
you can split animations by creating sequence animations on the OS3D scene tree.
Create a new animation sequence
choose your animation and redefine the animation start pos and length.
??? there is no such.
Offline
http://www.openspace3d.com/documentatio … ences.html
you can also check this for blender2ogre : http://www.ogre3d.org/forums/viewtopic.php?f=8&t=83159
plugins with blender I've tried everything. Blender is constantly updated. Version often not relevant. And the process itself is very problematic. I used to create a continuous animation. Don't how to do it in a special section of the blender at intervals.
Offline
Offline
you can split animations by creating sequence animations on the OS3D scene tree.
Create a new animation sequence
choose your animation and redefine the animation start pos and length.
I'd really like this method inside the program. What would be possible from one animation to create multiple segments.
but its just not there.I'm talking about him.
Offline
thank the gods( and this feature all the time I was under his nose-I'm in shock 0_o),managed to make a few animations. But now another problem. Why can not play the animation .Here's the video.
https://www.youtube.com/watch?v=o_Ith6u … e=youtu.be
Offline
animation switch is made for skeletal or morph animations it will try to overlap animations for transition and a default animation in loop is enable.
If you have only one animation on your model the transition can make strange behaviors. In that case use animation plugit directly (one by animation sequence).
Offline