[Bf-gamedev] FBX exporter suggestion

Simon Broggi simon.broggi at gmail.com
Mon Oct 14 13:49:47 CEST 2013


The fact that FBX exports a key every frame bothered me also, but it's a
good thing if you are using a rig.

Usually, for games, you want to export the animation of the deform bones.
But to animate you want to key the handles of the rig. If Blender would
only export the keys then the deforming bones would not be animated.. So
the exporter kindof "bakes" all the animation to every bone.

A tool to bake animations in a more controlled way, some keyframe reduction
tools, and the option to export only existing keys would be great. Guess
that would be a lot of work though.

On Thu, Oct 10, 2013 at 2:03 PM, wp1127989-shaderman <dev at shaderman.com>wrote:

> **
>
> Hi guys.
>
> It's great to see you guys improving the FBX part, thanks a lot!
>
> I'd like to suggest a small FBX exporter enhancement:
>
> If "All Actions" is unchecked to only export the currently selected
> action, it would be great to have an option which would only export data
> for the channels which are really used in the Action Editor for this
> particular action.
>
> It seems like keyframes are currently created for each frame and each bone
> even when the bone state does not change over a range of frames. Currently
> data seems to be exported for all channels, including unused channels,
> which increases file size and might end up as useless information in game
> engines for example.
>
> In other words: It would be an option to only export keyframes when there
> are keyframes recorded in the action editor (not all the inbetween frames
> as well).
>
> I hope this makes sense. Thanks for reading :)
>
> Stefan
>
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