Maybe you have some nice workflow to tip me about here, but if you f.ex would want to make one of the animations longer in the scene you have now, you still have to move all your keys for all the following animations, correct? If you need to do running changes in the animation I guess my approach could be kind of time…
You are right! The only reason this becomes an issue is because of the workflow..! :) The thing is I'm building a character for an Role-Playing game, and my designers requested that we should be able to equip the character with new stuff (i.e. armor, weapons, etc.).. So in order to save time down the line I'm just going to…
If Im understanding you correctly, then your saying to delete everything else and move the animation to frame 1 and forward... Which I guess could work.. but that would be kinda of a drag though.. The thing is that I have filled frames 1-800 with different animations, and I will probably have to do running changes on the…
Is there a technical requirement for not referencing the character rig file into your animation file? That would solve the problem of rigging the same character multiple times... and if any armor/weapons get changed, you only have to change it in the referenced rig file. Then you'd be able to animate each action in a…
I finally found a solution...! I sat together with my programmer determined to solve this and we found a way!.. :D If anyone is interested; the way we did it, was by letting the game engine (in our case Unity) automatically split the animations through a script.. So all I have to do is create an Animation Chart, which is…
Sorry, didn't check this until just now. Glad you figured it out! Referencing is super powerful and has a lot of benefits, one of which is that your animation files will be much smaller and faster to open/save. Just have to be careful when making edits to the rig file, because it's easy to change things that could…
Ah, sorry. Well,-Im using a different exporter myself and I'm not sure it works the same but what you could do is to just delete the unneccessary frames, move all keys so that frame 10 is now on frame 1 and export as a new file. Unless you already have all channels keyed at frame 10 and at frame 40 your animation will look…
It really seems to be a very nice tool to optimize the pipeline..! Just reading about it made me change my entire workflow! :) The only downside to it is the whole namespace for the referenced notes... For Maya alone its not so much a problem, but when working with a game engine it may start to create problems... We are…