Just a quicky, do either of you know any way to add all animations to the track in one go? I had this project a while back with something like 60 animations, and the bit for adding them one by one isn’t exactly user friendly.
I do know about moving them into a single strip. I personally prefer the strips to be separate for clarity and it makes them very easy to re-arrange, nothing more. I found It works both ways, single or separate and also with or without baking.
Maybe there are nuances I don’t know about?
Baking is supposed to speed up certain types of animations is what I learned.
It does make more sense to leave the actions unbaked prior to adding them to the Rigged file. That keeps the original animation file pristine and allows for any selective editing or baking to take place in the Rigged file.
Does this make sense to you?
I am not a blender guru and am open to suggestions on improvement.
I need to clarify something, if you use the blender importer of the SDK or convert a .blend file to .j3o, you will have to bake your actions. The tutorial uses Ogre export, and for whatever reason, the animations work without baking.
I changed the tutorial to make people aware of the difference rather than just baking them like it did.
I moved the baking part to notes.
Edit: After thinking this through more, its probably best to keep the baking as part of the animation process to eliminate the potential for confusing people due to the many forms of importing, exporting. I know someone will try this using other means than Ogre eventually and this eliminates at least that headache. It just felt to convoluted to try and explain the nuances of each method.
I think xbuf export material but with no texture. With JMB we can add texture to the material. If the material of the mesh have same texture we don’t need to add texture again. On SDK we can generate the material of the mesh and add texture. It’s almost only one click away (almost). But maybe you already know about that. And something else the safe way is to export model shadeless. If not the model will appear transparent. But seems you already mention about that too.
BTw I have another problem. My mixamo animated model plays nicely with animation test. however it’s resulting error when involving character physic. I don’t know what happents here. I didn’t do the tutorial. I export it with xbuf. And I think I didn’t put animation on NLA not in one strip. Anyone can give me a clue about this?
Mixamo doesn’t use materials so you don’t need to worry about materials for the animating part. The tutorial is written to be simplified and show you the steps to do what you need.
The trick is to use separate materials in blender, each with a different texture that are UV mapped and assigned to the model.
Then when you export your model from Blender using ogre, uncheck “Separate Materials”.
This will combine all your materials into one file and at the same time create a submesh for each material/texture inside your model.
Rename the material file after your mesh and you now have a single material and submeshes in the model you can use for equipment swapping or whatever, clothes, etc.
Edit: Forgot to mention, you can name the materials after the parts you want the mesh to be to make it easier to locate them so name a material like chest, or arms, or feet and the submesh will be named that also.