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Types of animation
This page tries to give an overview of the types of animation in general and of the types that can be exported from Blender using the SMF exporter.
A static model. Nothing changes over time.
All of the model's vertices are transformed by some transformation.
In GameMaker this means setting the world matrix using a call to matrix_set
. In Blender this corresponds to modifying a 'MESH' type object's transform, i.e. location, rotation, scale.
This is currently not supported by the SMF exporter. It could be supported indirectly by adding additional nodes to the rig that those mesh's vertices are then skinned to (all weight of 1). It does require nodes to be able to move freely from the rest of the rig.
A model's vertices are animated by interpolating the vertex positions between frames. Can this be supported in SMF by using Delta Transforms?
A model's vertices are skinned to a rig or armature and then moved according to the influence that the rig's bones have on the vertices.
In Blender this corresponds to a 'MESH' type object that is parented to an 'ARMATURE' type object with an Armature modifier applied to the mesh.