Closed GoogleCodeExporter closed 8 years ago
I found out that if you assign the existing armature action to the mesh, using
the DopeSheet/ActionEditor, it starts working. See attached blend and
screenshot of DopeSheet.
I think your patch could be helpful, it makes it easier to assign animations.
Original comment by erwin.coumans
on 21 Jan 2012 at 3:46
Attachments:
By the way, the krava.blend model is cute. We should add support for rigid/soft
body simulation of such tails :)
Original comment by erwin.coumans
on 21 Jan 2012 at 5:49
Cute model indeed.
I fixed this in r1009 now you can assign the animation to the mesh or the
armature or both in Blender, the AnimKit loader will assign them to the
corresponding object/entity.
In the case you assign 2 different animations to the mesh and the armature,
both will load OK, but only one will play by default in AnimKit demo while both
are played together in Blender.
Original comment by xavier.thomas.1980@gmail.com
on 22 Jan 2012 at 2:08
Original issue reported on code.google.com by
astojilj@gmail.com
on 21 Jan 2012 at 10:47