seedhartha/kotorblender

Import & export armature for skeletal animation

seedhartha opened this issue · 3 comments

In Odyssey, low-poly meshes are used both as bones and shadow casters. AFAIK, 3DS Max supports arbitary meshes as bones, but Blender does not.

I believe this could work, if on import we create an armature from low-poly meshes and set both low-poly and high-poly meshes to be deformed by said armature.

Armature import is partially implemented as of 2.0.0, minus the animations. In fact, I'll probably leave it as-is, since it is already possible to assign bone weights to the model (manually or via weight painting), test it using the armature, and edit/create animations using the low-poly model.

2e9cad9 adds experimental support for armature animations. It works by copying keyframes from low-poly model nodes, but this is is buggy - should rewrite it to import keyframes directly from MDL.

Done. Armature (and high-poly nodes) are now properly animated alongside the low-poly nodes.