EDIT: I've fixed the issue! I plan on making a video tutorial on how to export from Blender to OGRE soon, explaining what I've learned. Long story short: If you're using IK bones, you need to keyframe the bones it is affecting as well.
I posted a thread in the 'Help' section about the issue I'm having, but this thread seems a far more appropriate place.
I've gone through this entire thread over the past few hours, excitedly trying a plethora of "fixes" other people with similar issues to me have had success with, but unfortunately, nothing has worked for me thus far. (On top of that, I've been researching / playing around with this issue for the past week).
Anyways, I'm having issues combining my character's top and bottom walk animations (in the way Sinbad does).
I've successfully exported Sinbad and gotten him to work in this manner, yet can't get my own character.
What should be your generic walk animation ends up as this:
[youtube]6Yvn63ZS4G0[/youtube]
(Ignore the frame drops at points, that's the screen recorder's fault.)
I'm just so lost as to what the issue is. I've added a root bone at 0,0,0. I've done the NLA strips correctly (as I've gotten Sinbad to work). I believe I've got the correct exporter settings (for example, from this guide
http://wiki.openclonk.org/w/NLA_Hijacking, as well as any other suggestion in this thread). I believe I've done my animations correctly. I've tried adding a "blank" NLA strip to the beginning as hartsantler had said (although I don't know if that's truly necessary anymore with the newest versions of the exporters). I've tried lunkhound's exporter. My character has a scale of 1 (I've applied all transformations, etc.
long before I tried exporting him). Nothing has changed a thing for me.
This is where it gets interesting: Individually, the animations work fine. So, if just the top animation is added, his arms move fine. If just the bottom, his legs walk flawlessly. Because of this, I don't think it's an issue with IK bones (I've read conflicting statements on if IK bones truly work in OGRE. Regardless, I've keyframed all the respective bones as well [so, I just animated with the controlling bones, and then went back and keyframed the other bones], and that still caused the same issues when combining the animations).
If anyone could *please* shed some light on this hopeless situation, I would be eternally grateful.
Here is my .blend file if anyone would be willing to take a look:
http://www.mediafire.com/download/uh84l ... ated.blend
FYI, I cannot get OgreMeshy to work, which is unfortunate considering it may shed some insight on the situation, so if someone could take a peek at it in there and let me know if anything is awry, that would be much appreciated!