Blender->Ogre Keyframed Animations
Posted: Thu Sep 29, 2005 12:15 am
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.