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compatibiltiy with skeletal-animation-system? #26
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Ah yeah. My skeletal animation needs have gotten much more complex since I wrote that skeletal-animation-system library, I've since written a much more robust skeletal animation library (currently closed source). i.e. it supports things like additive blending https://devjournal.akigi.com/december-2020/098-2020-12-20.html Ultimately it all stems from the same Blender keyframe data so you should be able to massage it back into the old format. i.e. IIRC the new output has frame numbers and a framerate, so to get that Let me know if you have any trouble with this! I'm more than happy to hop on a call to help get you up and running. |
Thanks @chinedufn
I'm not seeing I do see |
Ah just checked my codebase and it looks like I have the framerate hard coded to Blender's default of 24 FPS. So yeah blender-armature doesn't currently export the framerate from Blender, sorry! Although if you haven't touched it then yours should also be 24. So
So if an action starts on frame 10 and ends on frame 34, it's frame range is |
Hi @chinedufn I haven't looked very deeply but it seems the armature export structure is quite different from what I have in an older project that is using
skeletal-animation-system
The obvious thing I've noticed is the old JSON has fields for"frame_time_secs": 0.625
andskeletal-animation-system
expects keyframes indexed by time. I'm not seeing any reference to animation time in the landon output. I know at one point landon was returning this frame_time field as I have an old pipeline that was parsing and acting on it.The text was updated successfully, but these errors were encountered: