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M's Model Kit!

Export animated models and scenes from Blender, load and run them in GameMaker Studio 2! · By mMcFab

Animations are a bit of in game maker

A topic by Kentae1990 created Oct 03, 2020 Views: 273 Replies: 3
Viewing posts 1 to 2

Hi, I got this tool a while back and I've tested it for a bit now and I've run into a small issue.

I made a human model in blender that I then made a couple test animations for but after importing into game maker, the animations look a bit of. It almost seems like the bone rotations go sligtly in the wrong direction. Is this due to something I'm doing wrong (probably) or might there be a slight bug in the system? I've checked that all transforms are apllied in blender and I've tried to redo the animation but I get the same issue.

I really want this to work correctly cus I just love how easy it makes 3D animation in game maker :)

Developer

Hey!  Thanks for your patience - I've been a little busy recently.

What sort of differences are you seeing? Are you able to capture a video of the difference? Are both the GameMaker extension and the Blender script fully up to date (I have done some animation bug fixes somewhat recently)

I might have to peek at the original blend file (privately, of course)  if we can't figure it out here so I can check the setup - there are some restrictions with respect to euler rotations, if you are using those at all (only YXZ is allowed)

I'm in the middle of rewriting the export/import and animation system, so this is actually a good time for me to check for fix this sort of issue.

Hi, I will try to recreate the issue and make a short video showing it but for now it seems like I've fixed it by re-rigging my character.

I think maybe the issue may have been caused by me altering the bone roll for certain bones, although I can't say this for sure.

The problem was that in my walking animation the character's arms swayed in and out at almost a 45 degree angle instead of back and forth like they should've done. Also the legs did not seem to complete their full back and forth swing.

But as I said it seems like I fixed it by re-rigging the character. I will however be on the lookout for the issue and I will report back with more substancial documentation of it if it happens again :)

It's very nice to know that you are still working on this though ^^ I really like it so far :)

Hey, figured I'd send you a little update on the problem I had with the animations a while back.

Since then the issue did actually occour again and better yet, I found out why.

It did not have to do with the bone roll as I first suspected but with accidentally renaming a bone whilst animating. This ends up leaving an extra animation track on the timeline for that perticular bone and ends up messing with the animation. In blender this is hard to spot because the animation usually runs normally after this but when the animated model has been imported to game maker it only runs the new messed up timeline for that bone. I noticed this in blender when I switched between diffrent actions in blender because the animations would get messed up there too when I did so.

This is a really weird problem that is a tad hard to spot but it's actually quite easily fixed by renaming the bone back to it's original name and deleting the unwanted new timeline.

Not sure if there is anything you can do with your extension about this but I figured I'd bring it up in case you get other people with the same issue contacting you in the future ^^