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@@ -9,11 +9,11 @@ Animation supported:
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Multiple Actions For Single Object
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Multiple Actions For Single Object
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-In most games, one objects would have several animations to switch between.
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-This addon have a support for exporting multiple actions all at once into
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+In most games, one object would have several animations to switch between.
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+This add-on has support for exporting multiple actions all at once into
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a single AnimationPlayer and makes it easy to switch actions.
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a single AnimationPlayer and makes it easy to switch actions.
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-This workflow makes use of blender nla_tracks. Here is a brief guide of how
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+This workflow makes use of blender nla_tracks. Here is a brief guide on how
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to use this feature:
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to use this feature:
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**1. Switch workspace to 'Dope Sheet'**
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**1. Switch workspace to 'Dope Sheet'**
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@@ -22,33 +22,33 @@ to use this feature:
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**2. Stash the active action**
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**2. Stash the active action**
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-the stashed action while not action would still be exported
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+The stashed action, while not active, will still be exported.
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.. image:: img/stash_action.jpg
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.. image:: img/stash_action.jpg
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**3. Check stashed actions in 'NLA Editor' [optional]**
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**3. Check stashed actions in 'NLA Editor' [optional]**
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-Switch workspace to 'NLA Editor'
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+Switch workspace to 'NLA Editor'.
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.. image:: img/nla_editor.jpg
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.. image:: img/nla_editor.jpg
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-Make sure all stashed actions are muted
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+Make sure all stashed actions are muted.
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.. image:: img/nla_strip.jpg
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.. image:: img/nla_strip.jpg
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**4. Export the scene**
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**4. Export the scene**
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-all the stashed action as well as the active action are exported
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-to the an AnimationPlayer
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+All the stashed actions, as well as the active action, are exported
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+to an AnimationPlayer.
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.. image:: img/in_godot.jpg
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.. image:: img/in_godot.jpg
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Constraints
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Constraints
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-----------
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-Sometimes complicated animation is built with object constraint, an usual
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-example is inverse kinematics. The addon would automatically check if an
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-object has some constraint, if it does, all the constraints are baked into
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+Sometimes complicated animation is built with object constraint; a usual
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+example is inverse kinematics. The add-on would automatically check if an
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+object has some constraint; if it does, all the constraints are baked into
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every action the object has and then exported.
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every action the object has and then exported.
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@@ -57,25 +57,25 @@ Animation Mode
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Godot and Blender have different structure to store animation data.
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Godot and Blender have different structure to store animation data.
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In Godot animation data is stored in an AnimationPlayer node, instead
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In Godot animation data is stored in an AnimationPlayer node, instead
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of in each animated node. In order to fix this inconsistence and still
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of in each animated node. In order to fix this inconsistence and still
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-make the animation play versatile, this addon has three animation exporting
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+make the animation play versatile, this add-on has three animation exporting
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modes.
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modes.
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**Mode 'Animation as Actions'**
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**Mode 'Animation as Actions'**
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-Treat all the animation as object actions, so in the exported scene, every
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+Treat all the animations as object actions, so in the exported scene, every
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object would have its own AnimationPlayer and hold its actions.
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object would have its own AnimationPlayer and hold its actions.
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**Mode 'Scene Animation'**
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**Mode 'Scene Animation'**
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-If you want your animation generate same result as playing at Blender's
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-timeline, this is what you want. In this mode, all the animation in the scene
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+If you want your animation to generate the same result as playing at Blender's
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+timeline, this is what you want. In this mode, all the animations in the scene
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are placed in just one AnimationPlayer in the scene root.
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are placed in just one AnimationPlayer in the scene root.
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**Mode 'Animation as Action with Squash'**
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**Mode 'Animation as Action with Squash'**
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This mode has very similar behaviour of mode 'Animation as Action', but it
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This mode has very similar behaviour of mode 'Animation as Action', but it
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-can generate less AnimationPlayers, objects in parent-children relation would
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+can generate fewer AnimationPlayers; objects in parent-children relationship would
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share their AnimationPlayer. It is useful when you have several rigs, and each
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share their AnimationPlayer. It is useful when you have several rigs, and each
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-Skeleton and Mesh has actions, then one rig would have just one AnimationPlayer.
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+Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer.
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