I’d like to achieve a simple character creation setup.
What I’m trying so far, is using one armature for the animation, and another for proportions, which can be edited to change height or proportions.
Problem is, while in veiwport mode, everything is fine, as soon as I run the game engine, the object is only deformed by the armature it’s parented to.
I mean, I expected as much, but odd that it worked in veiwport, but not the game…
How should I achieve this? Am I missing something? Am I approaching it the entire wrong way?
Nah, one armature can only play one animation… As far as I’m aware.
hmm, how do you mean? my armature is always playing 2 or 3 animations at the same time (walking/running, aiming/shooting, head turning). Use the animation layer system.
This is how I understood it to work…
e.g. animate the lower and upper body with separate animations for walk so later you can animate the upper body for attack…while still walking etc…
at least this is how I assume it works…I just don’t do it because that is a lot of animation and planning :)…and let’s face it…I’m quite old and may not live long enough to see the outcome
AFAIK one’s supposed to give higher priority (lower number) to the overwriting action. I don’t know any documentation that’s crystal clear on all of this, so most likely everyone has their own way of making it work. Me, I give the armature a bunch of different states and just let my evil module pick the correct animation for each state depending on what the context is.