Long-time readers may recall my post last December about an animation exporter project I had been working on. I’ve been meaning to release it to the public for a long time now, but never got around to it… until today!
I’ve cleaned up the script and packaged it in a Blend file with the skeleton (it can’t export arbitrary skeletons as animations, it’s currently tailored to a specific one). The download link is below, but first I’m going to make you read my statement:
This script is the product of countless hours of study, effort,and tweaking. I had intended to use it myself to create and sell animations in Second Life, but plans and interests change, and I don’t see myself doing that anymore.
So, rather than keep it to myself, or let it linger untouched on my hard drive until the heat-death of the universe, I’ve decided to release it for the benefit of other animators and the general public. I hope some people find it it useful, and it makes their lives a little bit easier.
But, I have no interest in maintaining or providing support for it. So, if you can’t figure out how to use it, find someone else to teach you. If it stops working, find someone else to fix it. If you need it to do something new, find someone else to improve it.
I’m not trying to be rude. I’m sure you’re a very nice person. But I have a lot of ideas, and not a lot of time to spend on things that don’t interest me anymore.
That said, if you have the inclination to write me and say thank-you, or tell me about a project that it has helped you with, that would make my day. (I’m jacek.antonelli on gmail.)
- Jacek Antonelli
(May 19, 2008)
So there you have it. Go free, little exporter! Go free!
- Blender Scene with exporter script and skeleton
- Just the script (not very useful by itself, but here for the curious)
Both the scene file and the script are distributed under the Creative Commons Attribution 3.0 United States License. (As is the image up top.)
[Update: If you wish to use Blender's Auto-IK feature for posing, you will need to unlock the left hand's location. To do this, select the skeleton's left hand, press N to open up the Transform Properties, and turn off the little lock-shaped buttons next to LocX, LocY, and LocZ. You may wish to do this for other bones as well, depending on your needs.]