Is there a way to get it to work with OM's exporter?
Don't know yet :?
I am testing a lot of things
but I am not vary good at
models.
just wate you will get a useful post soon.
Apparently yes, I have not done any myself, but I think we established that the reason it does not work immediately in bz2 is that it makes the wrong sort of animation for bz2.
The first value in each section must be either 0 or 2 (not 1 or 3)
AnimationSet {
Animation anim-mainbody {
{frm-mainbody}
SI_AnimationKey {
2; ----------------------------------------defines a translation, has 3 values.
8;
1; 3; 0, 0, 0;;,
8; 3; 0, -0.25, 0;;,
16; 3; 0, -0.5, 0;;,
24; 3; 0, -1.0, 0;;,
32; 3; 0, -1.5, 0;;,
40; 3; 0, -2.25, 0;;,
48; 3; 0, -3.0, 0;;,
56; 3; 0, -4.0, 0;;;
}
SI_AnimationKey {
0;--------------------------------defines a rotation, has 4 values.
8;
1; 4; 1, -0.0, 0.0, 0;;,
8; 4; 1, -0.05, 0.0, 0;;,
16; 4; 1, -0.1, 0.0, 0;;,
24; 4; 1, -0.15, 0.0, 0;;,
32; 4; 1, -0.2, 0.0, 0;;,
40; 4; 1, -0.2, 0.0, 0;;,
48; 4; 1, -0.1, 0.0, 0;;,
56; 4; 1, -0.0, 0, 0;;;
}
}
Make your animations and then alter this first number in the .xsi using notepad.
8-) :-D
Ok so know that I know that it is possible I need to know how to animate. I know how to do it in blender but not what files to write or anything.
How old is the version of OM's exporter that you guys are talking about? Has he made any versions since the one from 2007 on his site?
Because the one I've used does use the correct numbers for rotation and translation animation, though it had several other problems that I had to fix. But if that single number in the animation key is all that is wrong, then it's not hard to find which part to correct in the exporter file. Worked for me on a similar problem. And it will save you time.