Hello, I'd like to create a simple test animation (static meshes work well). I have Cinema4D, but I also could use blender (even if I use this program only for ogre mesh export). In the openclonk documentation there's only a modelling workflow but no animation workflow. Question to the devs: How did you learn how to create ogre animations? I searched for a hour but found nothing. Search criterias were: "cinema 4d ogre animation", "blender ogre animation" and "blender ogre skeleton" and so on ...
For the case the animation workflow would not be released in near future, which tutorials would you suggest?
Thank you.
For the case the animation workflow would not be released in near future, which tutorials would you suggest?
Thank you.

That means that you can use any normal Blender animation tutorial. You will probably need to work with version 2.49 though, since I believe the ogre exporter for 2.5 is not finished yet.
Quick google turned up this tutorial, no idea whether it's good, though :)
http://www.youtube.com/watch?v=l9JqKOOG1IY&feature=player_embedded


What exactly is broken? Is it just a command which the engine does not implement and therefore refuses to load?


I read various notes about "NLA Hijacking" (a concept never explained :[ ) which would allow for multiple animation export.
Unless the 2.6 exporter has been upated since I last attempted to use it (some 2 months ago), it is really only worthwhile for exporting textured meshes.
As for the mesh being invisible when you load it into the game, that should be an easy enough fix. There ought to be a section in the modelling workflow concerning the Scene.material file. Make sure the your file looks similar to the one in the guide, and you can delete all unecessary values and properties.
Trying to use the 2.49 exporter for animations was overall fairly smooth, but you needed a specific version of python for Randrian's exporter to not throw errors on export (needed for animation blending, such as the clonk's blend file).


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