Animation workflow and more animation questions

Hello,

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?

Thanks in advance for your replies!

Cheers

Can you parent the item to another item, and move the other item instead of the animated objects with your simulation?

This way, no matter what is happening in the hitbox, you can play any animation on the actor/armature/object.

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.

Thanks for your replies!

@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.