-
Notifications
You must be signed in to change notification settings - Fork 72
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
IQE exporter doesn't export animations #41
Comments
@notnullnotvoid It turns out the animation names refer to Blender action (animation channels) names. So you have to create an action (Dope Sheet -> Action Editor) for each one, and it's basically "action:start:end" where start is 0 and end is the length of the animation; they can both apparently be left off. Unfortunately, for me at least, it's still mangled the model or bone weights. |
@hemebond there was an issue with the Blender export not properly getting vertex information such as weights. I pushed a PR, it's been merged now. So, that would likely solve your issue too. |
Hi @q009, I hoped so as well (someone alerted me yesterday to your PR) but unfortunately it's still mangled. Animated, but mangled. |
@hemebond mind sharing some details about how you export and what you export? What sort of objects, do they have modifiers, what modifiers, etc. |
Filled out the "Animations" text field on export as the README.txt says to do, but no animation data shows up in the resulting file. I have not checked whether the binary format has the same issue.
The text was updated successfully, but these errors were encountered: