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Need part animation help


Sharpy

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I made a part - a radio with extending antenna. I made the animation in Blender for the antenna extending, using Shape Keys. I got the animation to play in Unity, but I have no clue how to get it into the game.

The only tutorials I found are hopelessly out-of-date (for Unity 4, where the animation features were completely different!) and I'm blundering blindly with the Animator component, Animation component, Animation controller, Animator component's Avatar, .anim file, the animation object within the Blender export, along with the shape keys, .cfg's animationName, and so on, and so forth. Far too many pieces to set them up right by trial and error.

Can someone provide a step-by-step, "have animation in Blender, want animation in KSP"?

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@cxg2827: I got the Unity's animation tool (creating the .anim file) to re-create the exact animation I had made in Blender using the exported shape keys, so I have a working .anim file. I also have the Blender animation within the export object utilizing them, so both approaches are fine. But I have no clue how to plug it into .mu so that animationName can see it.

Edited by Sharpy
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BlendShapes / shapeKey animations are not supported by PartTools / .mu model format - so it'll never be loaded in game (in fact it will crash when loading the model).

If you need blendShapes, you need to pack your model into an AssetBundle, and use custom plugin code to load that model into the GameDatabase.  Asset bundle creation can use the stock tools (or custom script).  An example of the loading code can be found: https://github.com/shadowmage45/SSTULabs/blob/master/Source/WIPModule/SSTUAssetBundleModelLoader.cs

 

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