I have been using an animation workflow which works but seems to be a little complicated.
For my game which uses a lot of different animations in many different objects, I usually proceed like this:
First I go to the Dope Sheet editor - there I go to the action editor and create a new action and name it.
In order to edit the animation I go back to the graph editor to edit the curves.
To create a new action I have to repeat the above mentioned steps again.
Is this how you do it too? Isn’t it possible to change the single actions directly in the graph editor ?
Furthermore I have a question regarding the rotations for the animations…
I want to animate a trick (https://www.youtube.com/watch?v=CbQ_SB_44JE) but it seems more complicated than I thought!
I can’t find out how to save the rotation keyframes in local rotation. Apparently blender saves the rotation in global rotations, which makes the animation process really complicated.
Is there a solution for this? can I add keyframes in local rotation instead of global rotation?
The Animation screen layout shows both - the Dope Sheet Editor and the Graph Editor. So you do not have to switch all the time.
That is how I create actions:
an object without action:
<i> to add a keyframe -> automatically adds a new action
open Animation screen layout
Action Editor: rename the action
Graph Editor: adjust the curves to my needs
an object with already assigned action(s):
open Animation screen layout
Action Editor:
** duplicate an action,
** rename the new one,
** remove the existing keyframes
Graph Editor: adjust the curves to my needs
-> Logic Editor: review the logic bricks to refer to the correct action.
In simple situations I use the action initial created (via <i>). This works fine when the object name was set before and the action applies to this object only.
@BluePrintRandom: unfortunately in this case I cant parent the object to another object. That’s what I usually do to solve this problem.
@Monster: That’s more or less my workflow, the only difference is that I don’t use the animation screen layout and switch between the Dope Sheet and the Graph editor manually. I will consider using the animation screen layout for a faster workflow.
So, is there another solution for saving the rotation keyframes in local axis instead of world axis?
I do not think that relative rotation works that way. But you might want to look at the [add] switch. I haven’t used that but it might fit your situation.