explodi
I tested your rig it work fine with your IK constraint. But you need to assign all your bones in the first key frame. Because it filter out all the bones names. From the action set groups.
Since it the only way to able to export all the animation data is by over riding the action sets base on the groups name. That I create a filter for it.
To keep it simple. Once you create the action set. You need to assign all the bones in first key frame.
For doing the IK make sure the armature bones have actions on they own.
Example export all action sets:
[Right way]
Action set:Armature Action
group+=bone
group+=bone2
Action set:Empty Action
group+=Empty Object
Object:Empty Object
Armature: Armature
bone+= bone
bone+= bone2
Result: It will export > Armature Action
[Wrong way]
Action set:Empty Action
group+=Empty Object
Object:Empty Object
Armature: Armature
bone+= bone
bone+= bone2
Result: It will export > None(there no actions matching the bone name from action group name)
[Wrong way]
Action set:Armature Action
group+=bone
Action set:Empty Action
group+=Empty Object
Object:Empty Object
Armature: Armature
bone+= bone
bone+= bone2
Result: It will export > None(It will not export it since you need to assign all the bones to have some animations in the action set "Armature Action")
Here the file:
http://www.fileswap.com/dl/2ubdLOfq/...DK3.blend.html
Since there more objects in the scene you need to select your mesh and armature to get the export to work.



Reply With Quote








Bookmarks