You can export animations to a txt file format:
// List of objects and their hierarchy, more dots means deeper group nesting
// (Use "Anim/Unique Names" to rename all your objects with a unique name each to avoid collisions)
Scene
.Cube1
..Cube2
// List of sub-animations called Clips
Clips
// Name of Clip
c Clip1
// Starting frame number
s 0
// Number of frames in clip
n 24
Matrices
// Object Name
o Cube1
// Inverse Bind Pose matrix - transform from world space into bind pose
i 1. 0. 0. 0. 0. 1. 0. 0. 0. 0. 1. 0. -1.26e-002 2.73e-002 0. 1.
// Matrix for each frame
m 0.707 -0.707 0. 0. 0.707 0.707 0. 0. 0. 0. 1. 0. 1.26e-002 -2.73e-002 0. 1.
// Note: Curvy uses 'Y-Up' rather than 'Z-Up' so you may need to swap Y & Z to make it work as expected in your engine
So for each frame you multiply the vertices by Inverse Bind Pose * Frame Matrix to get the final animated position
Export Anim
Re: Export Anim
Hi Simon,
Would it be possible to also export this animation text file (if animation exists) when doing a batch export (Extras->Export and Bat) in the same folder that the export is written to?
Sorry, I just realised GLTF export and I can just export GLTF which includes animation and per vertex information which I really also want.
I've already coded an OBJ parser but I'll move to GLTF.
Cheers
Mike.
Would it be possible to also export this animation text file (if animation exists) when doing a batch export (Extras->Export and Bat) in the same folder that the export is written to?
Sorry, I just realised GLTF export and I can just export GLTF which includes animation and per vertex information which I really also want.
I've already coded an OBJ parser but I'll move to GLTF.
Cheers
Mike.