Right now Im stuck because XNA’s FBX Content Importer says there is no animation in my file, but I can find what looks like an animation segment in the file using Notepad.
Has anyone got experience with exporting a Blender 2.63 mesh and bones amimation to FBX and XNA 4? There is the now the official Blender exporter Im using with XNA Strict options that I set ON.
I wonder if Im not setting enough poses, or else Im not maybe naming the animations, or adding actions which I have never used. I can get the bone based animation to work fine inside BLender whenI hit the play button so what more do I need to export it? Im not exporting anything I know cant, like materials, and Ive got a UV mapping to a texture which Im not sure is required. Just cant get the animations to show up in XNA Content Importer which I think works because articles are written about it although it has had bugs and fixed with more bugs regarding multiple amimations, but I only want one single animation and I would be happy… advice on how to remedy this or investigate further??
I also know XNA only supports skin and bones animation and thats all Im doing is rotating a bone. But how do I know if i have a skinned model? All I did was parent a bone to a mesh, do I need to create vertex groups and or poses or actions? How do you “label” or name an animation in 2.63? I think the xnA importer can only import one, so I need to know how many Blender thinks I have cause Ive been messing around and created a lot, but I always deleted the keyframes although ALT SHIFT I didnt delete kfs as expected…
I also know not to set different origin for bone and mesh and Im not. And I am setting all the mesh and bone locations to 0 and their rotations too. (I think this is the same as Apply)
In the Blender 2.6 manual I found stuff on the newish FBX export script/panel and it looks like it should work.
Pipeline issues seem to always be the hardest
thanks so much!