-
Notifications
You must be signed in to change notification settings - Fork 70
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
Why changing average to cumulative in .skeleton breaks my animations #149
Comments
Can you share the Blender model? |
@vido89 I did the changes indicated here and exported the model again. Now with So this is not an issue with blender2ogre. But I think that some documentation about this would be nice since it is a common thing to want to separate upper and lower body animations. |
@sercero tnx for your help I will test in next few days |
I was checking out the differences between your model and that of Sinbad.blend to try to understand what is the issue. The Sinbad.blend model has all the bones in both animations and that to me did not make sense. But now I understand what happened with your model. In your Run_upper animation you can have keyframes for the lower bones, but their transforms have to be zero (which is not the case in your model). So another fix for your issue is selecting the bones which should not move in the |
Aha I see, I could swear that I removed all key frames on opposite animations, thank you @sercero for helping me out |
So basically I splitted my animation to upper body and lower body and I want to play them simultaneously aka "cumulative" in ogre-meshviewer but when I convert .skeleton to .skeleton.xml and change
<skeleton blendmode="average">
to<skeleton blendmode="cumulative">
it breaks my animationsRoR_bot-2022-10-09_13.41.47.mp4
I tried same thing on OGRE mascot Simbad and it plays animations just fine
The text was updated successfully, but these errors were encountered: