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+Animation
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+=========
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+
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+Supported Animation
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+-------------------
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+ - transform animation of all types of object
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+ - transform animation of pose bone
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+
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+Action Lib
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+----------
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+Every action in object's nla tracks would be exported as
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+a separate track and placed in AnimationPlayer.
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+
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+Placing of AnimationPlayer
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+---------------------------
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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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+of in each animated node.
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+
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+The exporter has an option :code:`Separate AnimationPlayer For Each Object`
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+which controls how the exported AnimationPlayers are placed.
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+
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+.. note::
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+ If :code:`Separate AnimationPlayer For Each Object` is **disabled**
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+ children of any animated object shares one AnimationPlayer
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+
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+In the following case, animation data of Mesh is also exported to
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+AnimationPlayer "RigAnimation"
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+
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+.. image:: img/animation_non_sep.jpg
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+
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+
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+.. note::
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+ If :code:`Separate AnimationPlayer For Each Object` is **enabled**
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+ every animated object got its own AnimationPlayer. It is useful when
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+ artists want to play multiple animation concurrently, because one
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+ AnimationPlayer node can only play one track at a time.
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+
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+In the following case, Mesh and Rig have their own AnimationPlayer
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+
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+.. image:: img/animation_sep.jpg
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