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I’ve been working with certain versions of Unreal Engine 1 for a while now. For any rare developer who has experience with the old engine, one might be aware that newer versions supported skeletal animation, and then there’s vertex animation. This is the tricky bit. Now, in most cases, using skeletal animation would be the best alternative, especially with Blender’s exceptional animation tools. This I have no problem with. I’ve already used it many times.
The problem arises from the fact that the particular mod I’m building this particular model for is targeted for all versions of the original game, Unreal, and in this case, skeletal meshes are not supported.
So that’s my situation. As of yet, I’m not sure what I’m going to do. I do believe that this will be workable, but I’m not sure how I’m going to do it, and I’m essentially in need of some help if I want to get this model to a point where I can get it into the game.
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The first thing I tried was to take a simple cube, do a simple UV-unwrap, then put together two animations for testing. Done. I can also show off the progress on the cube, where the weapon model will be kept out of the discussion from now on (it’s currently a WIP weapon, so we’re not showing it off yet).
Now I’m stuck. I’ve started to painstakingly move duplicates of the cube and armature to separate layers, then to go to a certain frame, apply the pose, remove the armature, then rename the cube object. This will get me what I want, but it will take time. What most modelers have done is this: using a simple feature in 3DS Max, they’ve taken skeletal-animated meshes and “snapshotted” each frame into a different object, each named with a 0…000, 0…001, 0…002, etc. extension. This is the final outcome of what I’ve been trying, except instead of having it done with a few clicks, it’s going to take me quite some time with this cube, and much more time for a fully-animated weapon.
So I’m curious if there’s any other way to achieve the same effect in Blender, or if there’s some trick to go about doing this easily and efficiently. I may be forced into doing it the slow and painful way, but let me know if there’s some better way to do it, and you’ll be saving my quite a lot of redundant work. Thanks in advance.