So, I’ve downloaded a pair of arms that are rigged with bone constraints, now if you were to animate just the arms, then the animation would import just fine, but if I added another object (Like a gun) to the scene and attach that to the skeleton in blender and animate, then when I export the model 2 either to things will happen.
If the arms and the object are individual meshes.
Then the animation of the arms reloading (just an example) will be split into what the arms do, and what the gun does. and also the arm’s texture will be extremely distorted
If the arms and the object are the same mesh:
Then the animation will not work.
So far, I have.
Applied, Scale, Rotation and Translation for the Bones (once before animating)
Baked the Pose Animations (Options that were ticked were: Visual Animation, and Pose)
Wait actually the test animations worked, but if I use a real animations, it tells me “mesh has vertices with more than 4 weights applied, the model might now behave correctly” is there any way I can get rid of this error without revisiting the model?
If I remember correct, JME limits amount of bones that influence single vertex for performance reasons. Blender don’t have that limitation so you could end up with model where all vertexes are influenced by all bones with different weights.
What happens when you import such a model - exceeding bones are ignored when calculating bone influence so result may be different compared to blender. But if it was minor influence then you’ll hardly notice a difference.
Ok, Here is the Blender model than I am experimenting with (None of the Models were mine, only the animations, The link to the hands are above, the link the Kalash( http://tf3dm.com/3d-model/ak-74m-67520.html))
I posted the blend file on the thread, would you mind looking at it for me. (also what is this mystical xbuf import/export that you speak of, and where can I get one)
Sorry for late reply. I was off main of the WE and a bit busy today (I would like to made a ultra basic game for Ludum Dare #34, this evening). I’ll give a try to your blend file ASAP.
Alright thanks man, but I think I figured out something, I think this might be an error in blender when I baked the animation it apparently removes all the constraints on the bones but for some reason the shoot Animation came out all right. Can I just dig my animation with visual keyframes?