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Showing content with the highest reputation on 2015-04-25 in all areas

  1. ... Why not just do this in balance repository if it is experiment for balance attempts? Why do this in public svn repository? Isnt balance branch github the place for these experiments? Same for the weird decision to disable formation a couple alpha ago.
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  2. I haven't test to import it into the game, but I'll put my money on the root identifier. Use the bone (or joint) that you use as "main joint" or "root bone" when defining the root (in your case is "joint1"). You used the name of the armature object, and I think that might be causing the problem. Also try to avoid uppercase characters when naming bones, just in case (when importing the collada file into blender the bone names are all in lowercase) like this: <skeletons> <standard_skeleton title="Custom Armature" id="my_armature"> <bone name="joint1"> <bone name="joint2"></bone> </bone> </standard_skeleton> <skeleton title="Custom Armature" target="my_armature"> <identifier> <root>joint1</root> </identifier> <bone name="joint1"><target>joint1</target> <bone name="joint2"><target>joint2</target></bone> </bone> </skeleton></skeletons>On a side note, when I imported the collada file of the animation into blender, it had keyframes but the bones didn't move. Not sure if that's your "idle" animation or something is wrong there.
    1 point
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