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Up Topic Exporting Clonks

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In Response to Marky
Small update: Since the original blend file is still hard for me to edit I tried yet another approach. Appending the armature object and the mesh that I want to use for editing in a new blend file works really well, the export works. It seems that there are still some offsets or something in the skeleton that I have to clean, but other this is really the simplest approach if you want to do a new clonk/skin that inherits the default animations. Just make sure to name the mesh "include.Clonk", or edit the exported .xml file accordingly => this makes the skeleton inherit all animations from the definition Clonk.

[Update]
- Removing the ik goals and shape targets helped a little bit.
- Solved that, too: Export coordinate systems were wrong. I use [xz-y] usually, have to use another one.

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