[Bf-gamedev] Using blender timeline features

Owen Alanzo Hogarth gurenchan at gmail.com
Sat Jun 13 12:35:57 CEST 2015


Hi Sybren

My apologies for the generic question. Let me try to pin it down a bit.

Blender has the timeline feature where you can animate an object and play
it back using the timeline. In the game engine I wouldn't need to be able
to edit the bones and their attributes but I would like to be able to get
their position rotations, angle, scale etc.

Let's say that I author a 2 second animation in blender where I translate,
rotate and scale a cube. Blender stores all this data somewhere so that
when I press the play button it can recreate the animation in blender
engine.

What if I could export that data as say json for example, then load that
data into a game engine and play the animation in engine. So the
information that would probably be needed to be exported would be something
like:
1) timeline length of the animation
2) a list of keyframes
3) each keyframe would have maybe position, rotation, scale, angle of the
object
4) the type of object, the objects materials, textures, etc.

Best,
Owen


On Sat, Jun 13, 2015 at 6:19 PM, Sybren A. Stüvel <sybren at stuvel.eu> wrote:

> Hi Owen,
>
> On Sat, Jun 13, 2015 at 12:28:01PM +0800, Owen Alanzo Hogarth wrote:
> > I was looking at blender as a 2d animation editor
>
> Blender and the Blender Game Engine are intrinsincly a 3D engine.
> However, nothing is stopping you from only using flat geometry. You
> can also employ an orthographic camera if you want.
>
> > something in the vein of spriter or spine. I looked at those two
> > software but they both have issues
>
> Without knowing those programs, and without knowing the issues you
> have with them, I can't comment on this.
>
> > With that being said, when you create animations, say bone armatures
> > for 2d sprites and animate them, I would like instead of exporting a
> > series of sprite frames, instead export some data, that could be
> > used in any game engine to then play back those animations real time
> > just like the way they are in blender.
>
> Your question is so generic that it's hard to answer. Exporting to
> "any game engine" might be difficult. Why not use the Blender Game
> Engine itself? Exporting rendered images to use as sprites in a
> different game engine is also possible of course.
>
> Best,
> --
> Sybren A. Stüvel
>
> http://stuvelfoto.nl/
> http://stuvel.eu/
>
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>
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