I have created a 3D model in blender and then an armature to match that model.
I used the ‘painting’ mechanism to bind the model to the armature.
I was then able to create some basic animations.
What I am now trying to do is write some python code to move the armature, instead of using the animation window.
I was able to find some posts similar to this question but the links were broken,or the link did not pertain to armatures.
I have a programming background so I should be able to do this; I just need a little help getting started with some simple examples, perhaps.
Let me also say that I am not just looking to save an existing animation and then just call it from python, although at some point that may be useful too.
Rather, I need to read in paramaters dynamically and then animate the object based on values read.
Thanks for all that help and thanks for the forum. I’ve used other forums for opensource technology and so far this one is quite more user friendly
What you are asking to do is very complicated. I don’t think it is possible using only the Game Engine Python API.
However, you can also use anything from the main Blender API as long as it does not require calling the redraw() function. If you make a standalone runtime of your game, you will need to find a copy of Blender.py to include with it, since the main Blender API is not included with BlenderPlayer.exe
Thanks for the reply. Let me start by simplifying my objective.
Lets say I have 3 bones connected via IK.
So if I move the parent the others will follow.
I would like to write a python script hat moves the parent.
I’m no programmer, but could you use rotational values and timers to map everything out in python, or am I making things too complicated (for python that is, not for you).
Unfortunately I think it is not possible with the current BGE. BGE does not do real bone animation; it converts the bone animations to keyframe animations when the BGE is launched, so there is no system for moving bones dynamically.
I found a linke that describes somewhat how to do this with an olver version of blender:
But I’m having trouble getting this to work in the latest version.
So I think its possible, as I’ve read about others who have done it, but it seems like some deep dark undeground secret … lol