Skip to main content
6 events
when toggle format what by license comment
Jul 11, 2022 at 21:51 comment added Phrogz Testing in Blender 2.83, exporting glTF animations that start at frame 1 result in glTF animations starting at non-zero time, regardless of what the Start Frame is set to in Blender. (For 24fps, the first keyframe is at 1000/24 = 41.66ms) The best practice, at least in 2.83, is to ensure animations start at frame 0. Perhaps in v3 they've fixed the exporter to subtract the Start Frame value when calculating keyframe times? :shrug:
Oct 7, 2021 at 15:24 comment added scurest The importer shifts stashed strips to the Start frame (from the Timeline, it's 1 by default). I don't know why. I also don't know how the exporter handles shifted strips.
Oct 7, 2021 at 14:40 comment added Toorop And if you can have a quick look: are the json animation files (samba.json, thriller.json, walk.json) in the original repo custom saves, or is this some sort of animation data that can be loaded into Blender. Thx!
Oct 7, 2021 at 14:39 comment added Toorop Thanks a lot for the detailed, step by step answer, you nailed it! A quick question: the newly stashed tracks ("dance", "walk") start from 0, "talk" starts from 1. What is going on and is there a best practice in this situation, like always aligning to 1. I noticed that some imported gltf files have an active action starting from 0, and multiple nla tracks below it from 1. If I import the newly created gltf, there's an active action above the nla tracks - I guess Blender creates one automatically.
Oct 7, 2021 at 13:52 vote accept Toorop
Oct 6, 2021 at 16:28 history answered scurest CC BY-SA 4.0