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havokhinParticipant
Good morning, I found a solution for the link between armature and meshes.
I knew that “Parent with automatic weights” works in verge, so I started to scal, move or deform bones and the items (connecting them a little at a tome) to be sure Blender would understand the correct parenting mesh-bone.
It works, seems more a workaround thana straightforward action, but as a start is enough.I have another doubt.
I created a very simple animation with a cube and a box: when I click the cube it moves straight into the box; it was just to understand how to manage an animation in Verge.
The doubt is related to the following step: the same cube has more than one animation (like, be put in the box, be extracted, simply moving around); in blender I can create the thre animation (In, OUT, and moving around) as a unique senquence of keyframes (example: from 0 to 50 animation IN, from 80 to 130 animation out, from 160 to 230 animation moving around), but how I can separate di single big movement into three animations in Verge?Thanks in advance
havokhinParticipantDear Mikhail, thanks for the response,
I didn’t understand very well when you wrote “will be baked to direct animation”: exporting the .GTF file doesn’t export the animation of the armature.
I think this is related to the other information:verge3D doesn’t support object constraints, if I understand correctly, if I use “object constraints > Armature” to link a mesh to a specific bone, I’ll be not able to export the animation I’ll create in blender, correct?
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