|[ < ]||[ > ]||[ << ]||[ Up ]||[ >> ]||[Top]||[Contents]||[Index]||[ ? ]||[ Search: ]|
If a Blender mesh object contains either an armature or any shape keys, then it will be exported as an Animesh Mesh Object. In the other cases, it will be exported as a static mesh.
The data that is exported is the same as the one exported with static meshes, plus the data relevant for the animation (that will be presented in this section).
All this data will be split in two different files in the ‘factories’ directory:
Similarly to the static meshes, it is possible to define an Animesh as ‘Double Sided’.
Faces that uses a different material are put in a separate submesh, similarly to the static meshes.
The Blender shape keys (i.e. variations of the positions of the mesh vertices) are exported as Crystal Space's morph targets.
The shape key with the name ‘Basis’ is selected as the default position of the vertices (i.e. the main ‘vertex’ render buffer of the animated mesh). All other shape keys are exported as a different morph target.
The Blender armature of the mesh, if any, is exported as the Crystal Space's skeleton of the animated mesh. Along with the skeleton, the Blender weight map of the mesh (defining in which proportion each vertex is influenced by the motion of the bones) is exported as the bone influences of the animated mesh.
All the keyframe animations of the mesh are exported too.
Warning: Only the positional and rotational components of the key frames are exported. The Crystal Space's animated mesh doesn't (yet) support morphing and scaling components.
Warning: The Blender object constraints defined on the skeleton (such as ‘Inverse Kinematics’, ‘Copy Rotation’) will not be exported correctly. So make sure to disable any constraint first (in the ‘Object Constraints’ context of the ‘Properties’ window, when the armature is selected).
You can attach external meshes to the bone of an animated mesh, in order for
them to follow the motion of the bone, whatever its animation. This is made
through Crystal Space socket objects (
To define a socket in Blender, you must:
There are no restrictions on the number of sockets.
If you're planning to change the default scale of the armature used to attach some objects, you must first define the socket on the armature with its default scale of 1. Afterwards, you can change the armature's scale: in the same way as Blender, the exported socket object will be scaled proportionally to the armature.
The Blender object modifiers (defined in the ‘Object Modifier’ context of the ‘Properties’ window) are not supported for animated meshes. Consequently, please make sure that all modifiers are either applied or removed before exporting this type of mesh.
|[ < ]||[ > ]||[ << ]||[ Up ]||[ >> ]||[Top]||[Contents]||[Index]||[ ? ]|
This document was generated using texi2html 1.76.