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3

My friend managed to achieve this with a bit nicer code than my artistic approach :) GitHub link Code: import bpy ######################################################### # INSERT ACTION LOGIC BRICKS TO SELECTED OBJECTS SCRIPT # ######################################################### ######################################################### # Note: # ...


3

You are currently workin in the dope sheet editor. To be able to work with multiple animations, you'll have to switch to the action editor. to Now create an animation by clicking the 'new' button. When your first action is finished, don't forget to click the 'F' button next to your action name to save a 'fake-copy' so your animation doesn't get lost, ...


2

Method for a primarily 2D context. RMB select the foot bone and go into edit mode of the armature. ↹ Tab Create a parent bone at the position, you wish to rotate the foot around. ⇧ ShiftA Bone. RMB select the foot, then ⇧ Shift RMB select the parent, and parent them with an offset. ⎈ CtrlP > Keep Offset. Select the child and in ...


2

The dopesheet behaves similiar to the 3D view. The right mouse is used for selecting objects or keys. Incidentically, the RMB followed by a movement before releasing the mousebutton selects an object/key and immediately enters the translation operation. But since you only want to do a translation, you have to initiate it with a shortcut as intended. The ...


2

In the Dope Sheet Panel In the Actions Editor Click on the Browse Actions and select the animation you want to delete. Hold Shift and press the X next to the + sign. This will add a 0 prefix to the name of the action. When you reopen the file all marked with 0 will be eliminated from the list.


2

Don't apply the armature modifier.


2

You have enabled Delay Refresh on the Armature. From the manual: When enabled, the bone does not deform its children when manipulating the bone in pose mode. To make the mesh deform at all times, uncheck Delay Refresh.


1

You can easily find in the outliner which bone is the highest in the hierarchy. It is the Hips. But if you want to make it move you better animate the whole armature in object mode instead of moving the root bone far away from the object's origin.


1

Press tab in the NLA window so that you get access to the keyframes of your strip in the Dopesheet, then tab again to come back to the normal strip behavior.


1

I checked that file, I did that steps: exporting .mdd file, creating a new cube and imported previously created .mdd file. All works fine and animation works.


1

You can bake animation in Blender 2.8 ! Go to OBEJECT tAB in the header, then go to ANIMATION MENU --> inside that you will find "BAKE ACTIONS " SUB MENU. if you click that it will open its own small window. there you will have access to all the required setting for baking. I hope this solves your issue.


1

No changes from 2.79 AFAIK there are no noticeable changes to creating actions, fcurves or inserting keyframes in 2.80. Some blender API basics bpy.types.bpy_struct built-in base class for all classes in bpy.types. bpy_struct.keyframe_insert(...) Insert a keyframe on the property given, adding fcurves and animation data when necessary. ...


1

The related answers (provided by @batFINGER) answered my question, but I provide here an example for completeness sake. # Configuration action_name = 'MyAction' data_path = 'location' index = 2 # Z axis # Find the appropriate action action = bpy.data.actions.get(action_name) if action: # From this action, retrieve the appropriate F-...


1

Once you have defined your rig, you can both save your animations as actions that can be re-used. You can the share the files back with each other and use the append option in the file menu to combine them into one scene if you need. Actions are blender's way of storing animation sequences for re-use and combining with others, and if you intend to export ...


1

When you set some animation keyframes to an object Blender stores your keyframes in an "Action". The dopesheet shows all actions of the scene. You can set the dopesheet window to "Action editor", select an action and press the "Push down" button to create an "NLA Action strip", which contains the same informations of the action, but can be manipulated with ...


1

In the Dopesheet you may have the Only Include Channels Relating To Selected Objects option enabled, just disable it.


1

Every animation that is not used by any object and that is not F (fake user, which means that doesn't need to have any user to be saved) won't be saved when you'll close and reopen your file. Now, to delete an action that is currently used, go in the Dopesheet / Action Editor mode, and press shift and the X on the right of the name of the animation. When ...


1

OK... I somehow find the solution. Blender can figure out xyz channels by array_index of the location. 0->x,1->y,2->z. If I change 0 to 1, then I will get two Y-location channels...


1

In pose mode scale to zero bone that controls object Just insert keyframe for scale with zero value. But if you perform switching between actions, bones will inherit values from previous action (true only for non-animated values). To override zero values, you have to insert keyframe with value 1 in all actions, where object is present.


1

Thanks to @SergeL's answer, we can duplicate another copy of armature and bake it, then reassign it the newly created action to the armature. In my case, I need to remove the ik contraint in bones for making another new animation, so I keep a backup of original armature and continue work on duplicated copy of armature after done baking action. At this ...


1

First method (but dont know if that'll work): Second method (more complicated but works defenitely): Add a game-property to your enemy. ( + Add Game Property ) Set it to boolean and checked (= true). (See red boxes in the image) Connect the collision-sensor to a property-actuator. This actuator has to set the property to "false". Add a property-sensor for ...


1

Many, many years later ... having just stumbled-upon this never-answered thread .. I think that I can offer a practical solution (based on current software): Define the "dancing mech," in the library blend-file. In that same file, place everything – including any armatures, actions, etc. – into a "group," so that external files can reach everything by ...


1

Maybe Unity is importing the .fbx from the .blend in wrong ways (Unity imports .blend files as .fbx under the hood). I downloaded your .blend file, exported manually to .fbx and I can see the cloth waving in Unity3D. I'm using Blender 2.79 and Unity3D 2017.3.0f2. Try as follows: In Object mode select both mesh and armature Select File -> Export -> FBX ...


1

For anyone else having this issue, I resolved it by removing some keyframes from the offending actions that were related to bones that no longer existed. FBX exporter ignores actions if there are any errors in them, and I guess having those extra keyframes for non existent bones was messing it up. If you have missing actions, check that all of your ...


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