@Kira Vakaan
Thank you!
Yes, I was clicking apply after clicking make real. My fault
I noticed that there may be a small error in the export in regards to the frame transform matrices:
Frame Armature {
FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000;;
}
Frame Armature_Bone {
FrameTransformMatrix {
1.000000,0.000000,0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,-0.000000,1.000000,0.000000,
0.000000,0.000000,0.000000,1.000000,
}
Frame Armature_Bone_001 {
FrameTransformMatrix {
1.000000,-0.000000,-0.000000,0.000000,
0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000,
0.000000,5.000000,-0.000000,1.000000,
}
} //End of Armature_Bone_001
} //End of Armature_Bone
} //End of Armature
There is only a double ; after the first transform matrix. The others don't have this. This may be causing some errors I'm experiencing in the animation I'm testing. It happens when the Export Armatures toggle is set.
Also, I believe the final animation lines need 3 ;;; and the divider group in between frames at the end should be ;;,
This
AnimationSet {
Animation {
{Armature_Bone_001}
AnimationKey { //Position
2;
5;
0;3; 0.000000,5.000000,-0.000000;;
10;3; 0.000000,5.000000,-0.000000;;
20;3; 0.000000,5.000000,-0.000000;;
30;3; 0.000000,5.000000,-0.000000;;
40;3; 0.000000,5.000000,-0.000000;;
}
AnimationKey { //Rotation
0;
5;
0;4; -1.000000,0.000000,0.000000,-0.000000;;
10;4; -0.866025,-0.000000,0.000000,0.500000;;
20;4; -1.000000,0.000000,0.000000,0.000000;;
30;4; -0.866025,0.000000,-0.000000,-0.500000;;
40;4; -1.000000,-0.000000,0.000000,-0.000000;;
}
AnimationKey { //Scale
1;
5;
0;3; 1.000000,1.000000,1.000000;;
10;3; 1.000000,1.000000,1.000000;;
20;3; 1.000000,1.000000,1.000000;;
30;3; 1.000000,1.000000,1.000000;;
40;3; 1.000000,1.000000,1.000000;;
}
}
Animation {
{Armature_Bone}
AnimationKey { //Position
2;
1;
0;3; 0.000000,0.000000,0.000000;;
}
AnimationKey { //Rotation
0;
1;
0;4; 1.000000,0.000000,0.000000,0.000000;;
}
AnimationKey { //Scale
1;
1;
0;3; 1.000000,1.000000,1.000000;;
}
}
} //End of AnimationSet
Should be
AnimationSet {
Animation {
{Armature_Bone_001}
AnimationKey { //Position
2;
5;
0;3; 0.000000,5.000000,-0.000000;;,
10;3; 0.000000,5.000000,-0.000000;;,
20;3; 0.000000,5.000000,-0.000000;;,
30;3; 0.000000,5.000000,-0.000000;;,
40;3; 0.000000,5.000000,-0.000000;;;
}
AnimationKey { //Rotation
0;
5;
0;4; -1.000000,0.000000,0.000000,-0.000000;;,
10;4; -0.866025,-0.000000,0.000000,0.500000;;,
20;4; -1.000000,0.000000,0.000000,0.000000;;,
30;4; -0.866025,0.000000,-0.000000,-0.500000;;,
40;4; -1.000000,-0.000000,0.000000,-0.000000;;;
}
AnimationKey { //Scale
1;
5;
0;3; 1.000000,1.000000,1.000000;;,
10;3; 1.000000,1.000000,1.000000;;,
20;3; 1.000000,1.000000,1.000000;;,
30;3; 1.000000,1.000000,1.000000;;,
40;3; 1.000000,1.000000,1.000000;;;
}
}
Animation {
{Armature_Bone}
AnimationKey { //Position
2;
1;
0;3; 0.000000,0.000000,0.000000;;;
}
AnimationKey { //Rotation
0;
1;
0;4; 1.000000,0.000000,0.000000,0.000000;;;
}
AnimationKey { //Scale
1;
1;
0;3; 1.000000,1.000000,1.000000;;;
}
}
} //End of AnimationSet
Quote: "To address your idea regarding vertex groups, the groups are not necessarily indicative of an object/armature relationship. An example of which can be observed by deleting the virtual modifier off of an object that was recently parented to an armature using automatic weights. The object is still a child of the armature object, still contains intact vertex groups, and yet does not use the armature for deformation.
For these reasons the exporter requires the explicit use of an armature modifier (which can be easily created using the Make Real button on the virtual modifier)."
I see. I suppose it's based on the modeler's intention. In the case of parenting the armature, it is not necessary to add a modifier, in the case of adding a modifier, it is not necessary to parent the armature. Parenting doesn't necessarily indicate deformation, whereas adding a modifier most likely does. Is that about right?
So, if I wanted to go the route of parenting, deliberately designing the model and the armature this way, is it possible to export the bone animations and the vertex groups and indicate that they are related (which is the main goal of the information I want to extract out of blender)?
Enjoy your day.