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Asked By | unfa |
I’m making an animated fantasy gate asset.
The gate has an eye that is made up of three objects:
- Eyeball
- Top Lid
- Bottom Lid
The animation requires 4 components:
- Eyeball Rotation
- Top Lid Rotation
- Bottom Lid Rotation
- Eyeball Shapekeys (pupil animation)
I am trying to figure out how to handle this both in Blender and in Godot.
I’ve so far tried this:
- created separate actions for every component
- exported GLTF 2.0 for Godot
- used Animation Tree with a Blend Tree, using a stack of Add2 nodes to combine all 4 components into a single Animation
This however gets very messy, and I wish I could somehow have all the component animations merged into a single Animation in the imported scene’s AnimationPlayer.
I have a lot of instances of things falling apart and getting out of sync and I think the reason is these multiple animations.
I was thinking about maybe handling this with an armature, but I also want to make the eyeball follow the player in certain situations and I thought using separate objects would be easier.
Even if I used an Armature - I’d still have a separate Shapkey action.
Can I somehow join or group such animations in Blender so managing them, export/import and playback would be easier?
I also would want to use both Armature and Shapekey animations for some character models, but this seems very finnicky to get it to work.
How do you handle such complex animation needs? I’ve searched for help, but all I can find are very basic tutorials, which I already got past.
I think I don’t really understand Blender’s Actions and NLA Editor enough, but I hope I can find someone who used this strictly with Godot.
PS: After thinking about this, it looks like I’d get better results animating the whole thing inside Godot, instead of exporting the animations from Blender. Thought it should be possible to handle such complex cases either way.
What if someone has a AAA-style cutscene with multiple mocapped characters interacting in a scene with props and other stuff? There has to be a way to handle this without making a huge mess…
I’m on a similar situation: I want a better animation workflow (than I suppose I have to do). First at all, I want to know if, in this last 2 years, you find a way to do it or if you migrate to Godot 4 or what…
Then, maybe I will ask you some of my needs…
Mario Mey | 2022-07-18 15:30