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Blender 2.49b: How to bake an action?

Last post 04/11/2009 20:21 by Wotan42. 6 replies.
  • 02/11/2009 23:36

    Blender 2.49b: How to bake an action?

    After reading lots of documentation I have learned that it is essential to bake an animation before it can be imported into XNA.
    Using blender I studied the blender documention which tells that the "bake" button within the action windows is to be used. However this button has been removed with version 2.46 (according to the release notes) and I could not find a replacement for this button in 2.49b.

    So, how can I bake an action using Blender 2.49b?
  • 03/11/2009 5:14 In reply to

    Re: Blender 2.49b: How to bake an action?

  • 03/11/2009 9:56 In reply to

    Re: Blender 2.49b: How to bake an action?

    Glenn, thank you for your response.

    Yes, I am aware of this wiki page. The page states that if I want to "Bake arbitrary transformation (parent/constraint/track/path-based) into key framed transformation" (and I guess that is what I want to do before importing it into XNA), I shall press CTRL-L in the 3D view. If I do this I get an error message "Object doesn't have a valid PoseLib". Honestly this doesn't tell me anything.

    I checked that the armature of the model is complete and that the model is completely skinned. Having achieved this I thought all that I have to do is bake it and export it in directX format.
  • 03/11/2009 10:02 In reply to

    Re: Blender 2.49b: How to bake an action?

    Answer
    Reply Quote
    Have you tried the fbx format, as the directX exporter for blender does not support animations.
  • 03/11/2009 15:21 In reply to

    Re: Blender 2.49b: How to bake an action?

    Wotan42:

    I checked that the armature of the model is complete and that the model is completely skinned. Having achieved this I thought all that I have to do is bake it and export it in directX format.


    I am still using v 2.48 but I would assume that there is no significant change to the animations.

    All XNA needs are the keyframes so as long as your animations have those you should not need to do any baking.  As far as I know, you will need to use FBX, not X.  I tried .X with no luck.

    The FBX exporter shipped with v 2.48 is no good for XNA.  You need the specially modified one, downloadable from a link on the scripts section of blender.org.  You can use the same one with v2.49b (NOT v2.49a where scripts are broken!)

    As I have said in many many posts, look at my web site.  There is a checklist of essential things on that to help export from Blender to XNA.
    **

    Well on the way to creating a First Person Shooter with Over the Shoulder view...

    Another few years and it'll be done!

    http://games.discoverthat.co.uk/ - Skinning Sample Dude for Blender and XNA Parallel Spilt Shadow Maps plus other stuff...
  • 04/11/2009 9:22 In reply to

    Re: Blender 2.49b: How to bake an action?

    Thanks a lot for all the replies. I'll give FBX a try and let you know whether it worked for me...
  • 04/11/2009 20:21 In reply to

    Re: Blender 2.49b: How to bake an action?

    Using the modified .FBX exporter for Blender I managed to animate the model using the animation component library. Ok, the model is completely black, but that's a different story.

    Thank you so much guys!
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