Quote: "Just need to figure out how to rename the animation in Blender so I can refer to it in AppGameKit "
I have the same matter, and I don't know if we can correct /fiex this issue.
So in AppGameKit, I don't use the name for animation, I use a file or array for each character to define the start and end time for each animation.
Ex :
All my ennemi have 80 frames for total animation :
0-20 : wait
21-40 : walk
41-60 : attack
61-80 : die
So, in AppGameKit, I hve used this system :
Global AnimRatio as Float
u# = 80 // total number of frame for animation
u# = u#/(60*24) // 60 = fps game, 24 = fps I would like to play the animation (classic animation fps)
// so, to know each start/endtime, I used this array :
// (all ennemy has 80 frames and the same number of animation (wait, walk, attack, die), but you can do it for each character you want
Global dim FAnim[6] as float
FAnim[0] = 20 * u#
FAnim[1] = 21 * u#
FAnim[2] = 40 * u#
FAnim[3] = 41 * u#
FAnim[4] = 60 * u#
FAnim[5] = 61 * u#
FAnim[6] = 80 * u#
To use it in the game :
// To start the wait animation and loop it :
PlayObjectAnimation(ObjectId, "", FAnim[0], FAnim[1], 1, 0)
// To start the walk animation and loop it :
PlayObjectAnimation(ObjectId, "", FAnim[2], FAnim[3], 1, 0)
// To start the attack animation (ot loop):
PlayObjectAnimation(ObjectId, "", FAnim[4], FAnim[5], 0, 0)
// When an ennemi is dying
PlayObjectAnimation(ObjectId, "", FAnim[5], FAnim[6], 0, 0)
It works fine in my game (dragonia)
.
I hope this can help.
AGK2 tier1 - http://www.dracaena-studio.com