I seem to have stumbled into a few roadblocks.
So I created a little toon, kind of like the gingerbread tutorial. He looks fine enough for playing around. Then I rigged him up and setup some poses for him.
wave hi (frames 11-41)
jumping jack (frames 46-66)
shake each limb once (frames 71-111)
Now, if I render this animation (frames 1-120) and play it back it plays and looks just fine.
My problem comes when i put the guy in the game engine.
I want to setup actuators to play the animations…
So if I hit w, he waves if i hit j he jumps, or if i hit s, he shakes a leg.
From the tutorial i’ve read, I simply setup a keyboard sensor, ‘and’ controller, and IPO actuator with type ‘play’ and set the frames for the ranges I want…
However, this isn’t working for me.
Does the logic get set on the mesh? On the armature?
Do I have to specify the AC:Action somewhere?
I have successfully bound other keys to other things (like reset scene, move, or rotate) without problem, so I know that much is working.
My second problem is that the guy is standing inside a cube.
And when I set the mesh (or the armature) as a dynamic actor, and start the GE, he just flies off into infinity, through the walls even. Different directions, depending on what thing or combination of things I have set as the dynamic actor.
Any help here resolving these two issues would be greatly appreciated!
oh apparently i’m in blender 2.45
*on an unrelated note (probably off topic) i’ve tried to export to crystalspace using blender2crystal.py, and the world, meshes, and even animations go over, but when they get there, they are just grey. The lights are incredibly dim. Any suggestions there too?