I agree in general, 1 anim = 1 file, as guiding principle, but I'm a Maya user (currently). It really depends on how much animation you have and how easy it is to work with it. If you have 3 anims that total 90 frames for the entire game, its probably not a big deal to leave it all in one timeline. If you 20hrs of anims,…
Hi V!nc3r, So from scratch the usual pipeline for creating a fully animated character for games goes like this: _Concept/ Drawing/ Referencing your character to help understanding proportion and shapes. _ Modelling the actual character (High poly into low poly/retopology) _ UV mapping + Texturing _ Rigging + Skinning. At…
Nice feedback, looks like all-in-one timeline is a very bad practice, even for a single user =) From what I've seen this afternoon, I'm not sure Blender is able to write key animations on a referenced armature (File > Link), so I've the feeling it could be a pain in the ass in case of armature tweaking once some animations…
Hi all, I'm not used to character modeling neither animation, hence my asking: What are typical workflows to send character animations into a 3D engine? I haven't find so much resources about that for now, maybe a lack of suitable keywords. My guess for now about what a workflow could be is that for one character, you will…
When you have that textured, skinned, blendshaped etc. mesh and you want to reference it on other files, you can use this method (it involves the linking that you mentioned): https://www.youtube.com/watch?v=hc6apFdmQOQ This video is from the Humane Rigging series by Nathan Vegdahl, an awesome intro to rigging on Blender.…
Thanks for the precisions, 'make sense about the 1 file = 1 animation. I will start doing some tests with my webGL workflow, to see if it's fit (in general I use Blender > gltf > BabylonJS).
The videos of this Humane Rigging series are freely downloadable, as they're part of a CC-BY-licensed collection called "Open Movie Workshop": https://www.blendernation.com/2007/11/08/blender-open-movie-workshop-dvd-series/