Blender->Ogre Keyframed Animations

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ferr
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Blender->Ogre Keyframed Animations

Post by ferr »

The tutorials explaining animation in Ogre all have named animations such as "Idle" "Jump" "Walk" etc, although in Blender I believe you can only have one full Animation of all animations, which you have to bake (which apparently makes every frame a keyframe I think) and I assumed you were supposed to animate the mesh in Ogre by accessing the given keyframes (i.e. KFs 1-25 = WALK, KFs 26-50 = Jump, etc.) But I can't find examples of this usage or any hints that this is actually the correct method of animating Blender->Ogre meshes. Could someone point me into the correct direction? Currently I am just able to access a single "ACTION" animation which forces my mesh to go through every animation it has.
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xavier
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Post by xavier »

You can rename the subactions into whatever you want. In the one I am working with, I called 1-25 "WalkStart", 25-75 "WalkLoop" and 75-100 "WalkStop". Then you can reference these with a call to getAnimation(animName) on a Skeleton object.
reimpell
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Re: Blender->Ogre Keyframed Animations

Post by reimpell »

ferr wrote:Could someone point me into the correct direction?
Blender's manual is accessible via the its "Help" menu (Help->Manual), the exporter documentation is in the ogrenew/Tools/BlenderExport/Docs directory.
ferr
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Post by ferr »

Thanks! Fixed the mesh.
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