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Blender Export Keyframe Animation


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#1 Karsten_   Members   -  Reputation: 1655

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Posted 28 May 2013 - 10:49 AM

Hi All,

 

Perhaps someone who has a better knowledge of Blender than me can suggest a few things?

 

Whilst my projects can load and display boned animation for the COLLADA format, I would also like to improve my existing simple keyframe animation system. Basically I export a model from Blender as Wavefront (.obj) and then use a quick 'n dirty tool to do the simple animation and export a basic .anm file (and then interpolate at runtime).

 

An example of the .anm file is:

 

 

# partname x y z rotx roty rotz
frame
head 0 0 0 0 90 0
body 0.1 3.4 5.2 0 0 0
frame
...

 

I am trying to cut down on the requirement of this internal tool and do all the 3D model stuff in Blender. Does anyone know of a way I can still export a model using a simple format like .obj and then also export a keyframe file separately?

 

I might be thinking of exporting a new model each frame and then run it through a small tool to work out what has moved and how much but this means I would need another quick 'n dirty step in the pipeline ;)

 

Any ideas? If not I might have to write a plugin for Blender but tbh I am worried that since Blender is a fast evolving open-source project, the maintenance required to keep the plugin in sync with the API could be quite a lot more work than a seperate tool.


Edited by Karsten_, 28 May 2013 - 10:50 AM.

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#2 LorenzoGatti   Crossbones+   -  Reputation: 2762

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Posted 30 May 2013 - 02:21 AM

 

I might be thinking of exporting a new model each frame and then run it through a small tool to work out what has moved and how much but this means I would need another quick 'n dirty step in the pipeline ;)
 
Any ideas? If not I might have to write a plugin for Blender but tbh I am worried that since Blender is a fast evolving open-source project, the maintenance required to keep the plugin in sync with the API could be quite a lot more work than a seperate tool.

 
I'd recommend trying a Blender plugin first: the API is stable enough and a separate "small tool" is likely to be complex.
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#3 lunkhound   Members   -  Reputation: 705

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Posted 14 June 2013 - 04:08 PM

The blender export plugin here:

https://bitbucket.org/MindCalamity/blender2ogre

 

Might be a decent starting point.  It is up to date with recent versions of Blender (2.66).  Also it outputs to a an easy to read XML format.

It is designed for the Ogre3d graphics engine.  The bone animations get written into a ".skeleton.xml" file.






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