DragonBolt / jmonkeyengine

Automatically exported from code.google.com/p/jmonkeyengine
0 stars 0 forks source link

easier mesh-armature linking for animation, blender #581

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
After tinkering for a while I realised that the method for attaching an entire 
mesh object to a specific bone animation is by vertex groups that are to be 
named the same as the bone that is being animated. This proves to be a bit 
tedious and tiresome compared to the easier method of simply parenting the mesh 
object to the bone in question, while in pose mode. Is it possible to add this 
as a feature? I often work with separate mesh objects and parent them to bones 
directly.

I was only able to figure this out with this document, which was like a small 
cliffnote to an animation document:
https://docs.google.com/file/d/0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1
MTRlYTNjYTc3/edit?pli=1&hl=en#

Thanks!

Original issue reported on code.google.com by ChrisFG...@gmail.com on 3 Mar 2013 at 6:48

GoogleCodeExporter commented 9 years ago
I'm not sure what feature you ask for. Could you be more specific?

Original comment by remy.bou...@gmail.com on 21 Nov 2013 at 10:09