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[MD5] animation issue in Blender 2.56a

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Offline motorsep

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I don't know if it's the exporter or what, but my animation comes out borked :/

Here is the video of the animated model in-game:

http://www.youtube.com/watch?v=NstVKxqHj_A

Here is .blend file:

http://www.pasteall.org/blend/4963

Can the exporter guru look at it and see what am I doing wrong, if anything?
Thank you.


Offline kat

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Simple as that is, that's a nice bit of rigging you've got there you know. Anywho I loaded this up into 2.56a had a look and then just exported it as is. To check the animation I loaded it up into the MD5 model viewer and couldn't see any of the nasty wobbling shown in the video. The only reason I can think it *may* do that is because you've not keyframed strategic points along the timeline - it's been my experience that Blender has always had issues with cyclical sequences that you often have to keyframe around to force proper rotations.

[EDIT] split topic and moved to content section.


Offline motorsep

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Apparently a modern algorithm has been implemented into Darkplaces engine. For some reason the animation playback is acting up with IK bone with a mesh being directly attached to that bone.
So I just created a copy of the IK bone and set Copy Location and Copy Rotation constraints to it from the IK bone. Then I attached vertices of the mesh to that new bone. Problem solved  ;)

I know it doesn't sound too clear, but the tutorial might be coming soon ;)


Offline kat

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Couldn't you set the rig up so the IK bone is connected as a 'helper' rather than a part of the main rig to which verts are weighted?