In a Movies Game scene, animations usually have a cyclic motion plus a linear motion (defined by what is called a Mopath in FLMReaderzero). Today I found out how to mimic that action inside blender using the NLA or Non Linear Action Editor. If you import woody into blender and then import the m_walk animation, woody will walk in place for one cycle. In the ID property browser, if you look at the bone animation header, you find a parameter (a vector) which tells you how far the actor moves during one walk cycle, relative to the start point. If we want more than one cycle of walking, we can extend the animation as many cycles as we wish usi
In "The Movies," everything takes place on a set. A set is basically a flat surface
like a stage where the actors perform. The set is decorated with objects and
backgrounds to establish location, time, and mood. The game provides a large but finite
number of sets and a large but finite number of scenes that can play out on these sets.
We can create new sets, and we can create new scenes, but the game imposes limitations
on what you can do. My dream is to move beyond the limitations of the game and be able
to use the full power of blender while leveraging on the vast resources of the game.
My recent efforts as docume
If your blender experience is like mine, then you have used it primarily as a tool for creating mods for "The Movies," a computer game published many years ago by Lionhead Studios (R.I.P.). Modding does not require generating renders in Blender, so my experience with blender renders has been sporadic and limited. My motivation for this and my previous journal article "Basic Render Settings for Blender 2.49" is to increase my own knowledge of performing renders in blender and capture that knowledge in the form of python code. I now have an alpha version of a script which captures what I have learned in the last few days.