.ani Export script for blender
Posted: 04 Mar 2015, 00:07
Together with astorian, we developed a script for generating .ani files from blender. As far as I know, this is the first visual animation tool for warzone 2100
How it works:
1)Install wz_anim_export.py as an addon. If you can't install it, just open the script in blender's internal text editor.
2)Make/import a model into blender
3)Split moving parts into separate objects
4)Animate objects using blender, remember to set the appropriate framerate and start/end frame. You can use any form of parenting, armatures, drivers etc as long as the transforms are in object mode (no shape keys, armature deform etc).
5)Export animation from the file->export menu. If you are running it from the text editor, just press alt+P while hovering over the script.
6)Choose filename and export options. As default it will only export selected mesh objects. No non-mesh objects (cameras, lamps, armatures etc.) will be exported. Scale 100 is the default for the blender .pie scripts, if you use WMIT, scale 1 will give you the same size. Remember that all object mode transformations will be treated as animation data.
7)Open you new .ani file in notepad. You'll have to manually fill in the name of the .pie file it should be applied to (the default is placeholder.pie)
How it works:
1)Install wz_anim_export.py as an addon. If you can't install it, just open the script in blender's internal text editor.
2)Make/import a model into blender
3)Split moving parts into separate objects
4)Animate objects using blender, remember to set the appropriate framerate and start/end frame. You can use any form of parenting, armatures, drivers etc as long as the transforms are in object mode (no shape keys, armature deform etc).
5)Export animation from the file->export menu. If you are running it from the text editor, just press alt+P while hovering over the script.
6)Choose filename and export options. As default it will only export selected mesh objects. No non-mesh objects (cameras, lamps, armatures etc.) will be exported. Scale 100 is the default for the blender .pie scripts, if you use WMIT, scale 1 will give you the same size. Remember that all object mode transformations will be treated as animation data.
7)Open you new .ani file in notepad. You'll have to manually fill in the name of the .pie file it should be applied to (the default is placeholder.pie)