From blender 4.3 onwards, possibly 4.4 the action data block in Blender will be system wide and any number of objects will be able to have tracks in the same animation making this workflow so much simpler.
Nice information to know regarding the naming of strips, did not know that. For the isolating strips in Blender, the checkboxes next to the padlock on each one lets you disable/enable which NLA strip is active. IIRC its the top most active one will preview. Also pressing Tab on a selected strip will let you enter that strip to edit the keyframes, pressing tab again exits "Edit Mode" for that strip.
Oh that's nice! Just tried out using tab, as well as the checkboxes. That works exactly as you described. I'm one step closer to actually understanding NLA...
@@michaeljburt Yea NLA needs some work, like you said those 3 different names just adds confusion. I think this is being worked on for the animation rework iirc.
If you had 50+ objects, imagine the pain staking work, to do that. I don't recall needing to push them all into NLA tracks, then renaming them, to get them to be all in 1 animation in Godot. In blender, on the gltf export settings, Animation, set the animation mode to Active actions merged. I'd have to test this since it's been a long time since I've done a cell fracture animation for Godot.
When you have a blender file with multiple actions spread across different objects, the import pipeline completely breaks down. NLA tracks remedies that. At least this is how it was in Godot 4.2.1 might be better now.
Sadly mine is still coming through as separate animations, one of them gets appended with a 2. I think it might have to do with one of the animations being shape keys animating. Oof. Still very helpful video, I have more information to work off of now.
@@michaeljburt it was still helpful no worries. Ultimately I think putting them into rig under an armature with a driver is the industry approach. But I still am getting rigging down. So I don't even know how to do what I just said...
random question, how do i get that thing in the bottom right that tells me xyz, size, objects, primitives and draw calls? also, video gud, informative :v
One of the things I wonder is how to use bones to deform the model. I tried importing it but Godot didn't seem to support it, Godot supports basic transformations, but it doesn't seem like there is a way to have it work with bones that deform the model.
Hmm, it should. I've loaded lots of rigged character models into Godot without too many issues. As long as you have an object parented to an armature, it's weight painted properly, and the animations are set up, then it should run in Godot. I did a video series on rigging ans animating a Zombie character, you should take a look at that
From blender 4.3 onwards, possibly 4.4 the action data block in Blender will be system wide and any number of objects will be able to have tracks in the same animation making this workflow so much simpler.
Interesting. I did not know that!
Hey man I appreciate you making these videos! Your tutorials and add-ons literally save me an ungodly amount of hours!
Awesome, glad to hear!
This! This is exactly what I needed! Thank you so much!
Nice information to know regarding the naming of strips, did not know that. For the isolating strips in Blender, the checkboxes next to the padlock on each one lets you disable/enable which NLA strip is active. IIRC its the top most active one will preview. Also pressing Tab on a selected strip will let you enter that strip to edit the keyframes, pressing tab again exits "Edit Mode" for that strip.
Oh that's nice! Just tried out using tab, as well as the checkboxes. That works exactly as you described. I'm one step closer to actually understanding NLA...
@@michaeljburt Yea NLA needs some work, like you said those 3 different names just adds confusion. I think this is being worked on for the animation rework iirc.
If you had 50+ objects, imagine the pain staking work, to do that. I don't recall needing to push them all into NLA tracks, then renaming them, to get them to be all in 1 animation in Godot. In blender, on the gltf export settings, Animation, set the animation mode to Active actions merged. I'd have to test this since it's been a long time since I've done a cell fracture animation for Godot.
When you have a blender file with multiple actions spread across different objects, the import pipeline completely breaks down. NLA tracks remedies that. At least this is how it was in Godot 4.2.1 might be better now.
This is exactly what I was looking for. Thank you so much. Share this on a few places I asked about this very thing.
Thank you! Ive been trying to solve this problem and I'm so happy there's such an easy solution
Short and straight to the point! Thanks!
Very helpful! Awesome content.
Sadly mine is still coming through as separate animations, one of them gets appended with a 2. I think it might have to do with one of the animations being shape keys animating. Oof. Still very helpful video, I have more information to work off of now.
Sorry about thag. Hope you find a solution. Shapekey animation is still something I need to dig into...
@@michaeljburt it was still helpful no worries. Ultimately I think putting them into rig under an armature with a driver is the industry approach. But I still am getting rigging down. So I don't even know how to do what I just said...
random question, how do i get that thing in the bottom right that tells me xyz, size, objects, primitives and draw calls?
also, video gud, informative
:v
I think the three little dots in the 3D viewport and then near the bottom there's a Stats button
thankyou, thats gonna be a really useful tool to have on screen
One of the things I wonder is how to use bones to deform the model.
I tried importing it but Godot didn't seem to support it, Godot supports basic transformations, but it doesn't seem like there is a way to have it work with bones that deform the model.
Hmm, it should. I've loaded lots of rigged character models into Godot without too many issues. As long as you have an object parented to an armature, it's weight painted properly, and the animations are set up, then it should run in Godot. I did a video series on rigging ans animating a Zombie character, you should take a look at that
@@michaeljburt Guess, I'll watch your tutorial on that.
I was using fancier NLA animations, but I baked it into keyframes.
And it still had no affect.
Step 1: Delete The Cube
Step 2: Add A Cube
thank goodness someone else thinks the nla stuff in blender is stupidly complicated. Not a good system. It all feels like a hack.