OpenMW / collada-exporter

"Better" Collada exporter for Blender, orignally developed by the Godot Engine community
https://godotengine.org
GNU General Public License v2.0
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Textkeys based on pose markers #11

Closed Lamoot closed 2 years ago

Lamoot commented 2 years ago

Instead of basing the exported textkeys file on timeline markers, have them be based on pose markers which are in Blender contained per action.

The problem with timeline markers is that they are not connected to the NLA strips (actions added to the NLA editor) but need to be synchronized manually. Any time a NLA strip is moved, changed, or rearranged, the timeline markers relevant to this and other affected strips need to be adjusted.

It didn't cause a lot of problems with the Land Racer as that one has a limited number of animations and timeline markers. However now that the player animations are in the works, there's almost 800 different textkeys that need to be written (meaning 800 timeline markers). This would soon become unwieldy and cause unnecessary work. Below is a comparison of how the NLA editor looks with timeline markers (top) vs pose marker (bottom). markers_compare So far it's a draft as the rig object holding the animations and pose markers is hard-coded. Documentation and example files will need to be updated as well before along with this change.

Lamoot commented 2 years ago

Ok, so now the functionality is not tied to the armature object being named "rig" but armature objects in general. We'll only ever support one rig per exported file and that works as intended. Still need to update the documentation and we'll be good to go.

psi29a commented 2 years ago

conflict :(

Lamoot commented 2 years ago

conflict :(

Fixed.