Animation export
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## Resources and Guidelines
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### Animation Guides
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We are using [**Blender 3.6 LTS**](https://www.blender.org/download/lts/3-6/). As rigging changes in 4.0, please use the correct Blender version to ensure compatibility.
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Guides for animation:
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- [Setting Up a New Animation](docs/animation.md/#setting-up-a-new-animation)
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- [Finalizing an Animation](docs/animation.md/#finalizing-an-animation)
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@ -40,3 +40,34 @@ If you want to go back and tweak an already-pushed animation, simply double-clic
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When you're done, deselect the track and unstar it.
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![](images/anim_editing2.png)
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## Exporting Animations
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I set up a pipeline for exporting animations that utilizes my Blender add-on, [BoneJuice](https://github.com/arocull/BoneJuice). Please download the `BoneJuice.zip` file from [here](https://github.com/arocull/BoneJuice/releases/), then in Blender go to `Edit > Preferences > Add-Ons > Install`, and select the file.
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Once installed, open the animation file you want to export from. Go to the `Scripting` workspace. You might be greeted with some code. This may be out of date, so load the latest pipeline script by opening the new file (red arrow), located at `assets/pipeline/export_anims.py`.
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![](images/anim_export1.png)
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Once you have the file loaded, click on the character's armature in the viewport to make it active, then run the script (blue arrow).
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If the script fails:
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- Make sure that the character Armature is your active object
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- Make sure you're not editing any animations, and that all animations are pushed to the NLA stack
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- Make sure the corresponding output directory exists (`assets/export/infantry/` or `assets/export/insurrectionist/`, you may have to make these manually as they aren't synced with git)
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Once the script is run, **do not save the file**.
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The pipeline makes changes to the file, bakes out your animations, and intentionally breaks the rig.
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If you do accidentally save the file, you can discard your changes via Git Desktop.
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Your animations should be exported to the corresponding folder in `assets/export/` as an FBX file.
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You can drag this FBX file into the Content folder of Unreal, preferably in the `Content/Characters/Infantry/Animations` (...or `Content/Characters/Insurrectionist/Animations/`).
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When the prompt comes up for importing animations, **uncheck the Import Mesh setting, and assign the proper corresponding skeleton**. Then, press the Import All button at the end.
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![](images/anim_import1.png)
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Finally, make sure any looping animations are actually marked to loop.
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![](images/anim_import2.png)
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And viola! The implementation of animations from here on out relies on the Animation Blueprint.
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docs/images/anim_export1.png
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docs/images/anim_export1.png
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docs/images/anim_import1.png
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docs/images/anim_import2.png
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