Is it possible to record gameplay to frames and how. I know about Record Animation but it only saves physics, I need some way to save Actions animations as well.
You mean record the actual gameplay? You need a screen recorder for that. Record Animation records the physical movement of an object (falling, bouncing, etc.) and turns it into an animation.
I hear this feature is being remove from blender, as UPBGE which will replace BGE has already done so. I hope there’s a replacement, because I’ve been making a puppet style rig with it
Well, I think it would be wise to add a command to bge to write data to a blend,
One could use the motion logic brick to append events to a list
(a rotation brick that does not exist) would also be needed.
The events could be cleaned up somehow, and written to a .blend later
(for speed)
Writing a gameMesh back to a .blend or an animation, or a group of objects in duplicate mode, or overwrite mode etc, would be quite handy.
What about say recording NPC’s moving along a Navmesh?
We can do that without the npc even moving
List = navMesh.findPath(startPoint,endPoint)
You can use
(point-point).magnitude to get distance between points
(storing)
pointPickle = [ point.x, point.y, point.z]
Into a list
List = [ [p0, Dist], [p1, Dist], etc]
Can be pickled, and then recalled in bpy
Actors move at a rate, and knowing the distance between points means one can extrapolate the times
Thanks for the inspiring replies BPR, I’ve recently been going through some Python books & I need to brush up on that and codeacademy. If you have any examples that’d be handy.
With that NPC navmesh example; would dynamic obstacle avoidance be recorded if the NPC isn’t moving?
I’d prefer a system where what one see’s in the game engine, is what’s written to the curve editor as is currently the case in 2.78 vanilla BGE.
Second query, this would have a lot of exciting potential for animators, what about “recording” actions/poses that take place in the game engine to blender (currently not possible) as the OP said.
Perhaps writing to a list noting the time when an action starts in BGE and a different blender script reads that in the blender-app and places your actions along the NLA track maybe?
Yeah, saving start anim time stamp, and stop anim time stamps could go a long way,
Especially when combined with the navpath system.
I will have to investigate when I get time