(5 replies, posted in General)

Thanks, your advice has been very useful to discovering my mistake!
My .fbx file (character + anims) comes from Autodesk Motion Builder. When it is imported in Blender, it's necessary to
"(re)manipulate/timing" every animation through NLE editor->Add Action Strip, in a manner similar to as explained in Tutorial/Example section, "MERGING BVH's TOGETHER" by Vegas.
After that, it's possible to set up the start/end frame for every anims (Ex. Idle 1-20; Walk 21-30 and so on) and export all data in .mesh format into the game engine.
And does it work very fine in Maratis!


(5 replies, posted in General)

Hi Anael,
nice to meet you and thanks for your quick reply!
As you suggested,  below I copied the first lines of the .mesh file



    <ArmatureAnim file="MyCharAnims.maa" />
    <MaterialAnim file="MyCharAnims.mma" />
    <TextureAnim file="MyCharAnims.mta" />
    <Anims num="4">
        <anim id="0" name="" start="2" end="72" loops="-1" />
        <anim id="0" name="" start="2" end="27" loops="-1" />
        <anim id="0" name="" start="2" end="86" loops="-1" />
        <anim id="0" name="" start="2" end="120" loops="-1" />

For some reason, It seems to be only one Id and no name for, instead, different animations...
Yes, I already gone in the entity properties in Maratis, trying to "switch" between the animations, but I got only the same animation at different start/end frame.
Thanks for your help!


(5 replies, posted in General)

I've an fbx file with a character and a bunch of animations attached to. So I've imported this file into Blender (2.74 version), chose Maratis as "Engine to rendering" in the tool bar, pushed on the "+" signs for each animations and setted up the start and end frame for each one.
But, once exported in Maratis, I can only saw just one of the animations which initially were into the fbx file.
What's wrong? Could you please explain me how I can use all the animations?
Thanks and goodbye!