Franco Aversa | a year ago | 4 comments | 4 likes | 494 views
irina1208, songbaojin, Thor5ten and 1 other like this!
I apologize because in the previous tutorial I said that there was a problem saving an animation from Blender to BluffTitler of pressing "Use Curret Frame" because otherwise BluffTitler would not have displayed the animation, instead this thing is not necessary because in version 16.2.0.2 this problem does not exist. As I explained in the video, however, it is necessary to Bake physics animations to export the keyframes, but this is a normal procedure not a problem.
I didn't understand what could have happened because before the tutorial I thought I had updated BluffTitler, instead I was still running the old version.
However I understand that some procedures in Blender are also needed for programs like Unreal Engine.
For example I don't understand how to manage particles or "modifiers" that are only visible in Blender and are not replicable in other software. You have to transform them into meshes with the consequent weighting of all the animation. I hope this possibility of being able to move the single item without bone structure is appreciated, and I thank you for all the work you are doing or will do. I find that it is much faster to use BluffTitler for 3D rendering than programs created for this. BluffTitler manages to render in real time and with excellent quality....
I wanted to ask a courtesy, if I animate a 3D model and do it manually it would be very useful in addition to the "all keyframes" command to have a "from this keyframe onwards" command, because if I go back to modify a movement and I already have keyframes present, the animation will return to the previous position at the next keyframe. Then the operation will become complex. I will have to proceed only sequentially from the first to the last keyframe. Or is there a method I can't remember? Thank you very much
Franco Aversa, a year ago
The GLB 2.0 format does not feature particles. I think this a good thing because this keeps the format simple. Maybe Blender can export its particles in the GLB file as animated meshes but realize that this will generate A LOT of meshes, making the GLB very big and slow to parse and render. I think particles are best left to the realtime renderer like Unreal, Unity or BluffTitler.
michiel, a year ago
I'm a videomaker since 1986, now I work at my company.
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