Blender animation stops at 25011/22/2023 ![]() Warning: LIB: Material: 'fur' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: LIB: Material: 'Lucile body' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' ![]() Warning: LIB: Armature: 'Armature' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: LIB: Armature: 'Armature.001' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: LIB: Object: 'Lucile origin' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: LIB: Object: 'Lucile eye.r' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: LIB: Object: 'Lucile eye.l' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: LIB: Object: 'Lucile Armature' missing from 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', parent '' Warning: Cannot find lib 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend' Info: Read library: 'C:\Users\GERMANO\Characters\Lucile\Lucile.blend', '//.\Characters\Lucile\Lucile.blend', parent '' Read blend: C:\Users\GERMANO\Downloads\scene 1 part 2.blend I’ve noticed using blender for animation can be tricky sometimes working with the dopesheet and NLA editor, but I could probably benefit from taking it a little slower the next time I animate a new model and keep an eye out for any little errors like this to catch them right away.Thanks for the report, but there is a missing library and it seems to be essential in order to try reproduce the problem: Read prefs: C:\Users\GERMANO\AppData\Roaming\Blender Foundation\Blender\2.92\config\userpref.blend I found a single pose I must’ve repeatedly overlooked that was on the 50th frame for one single bone in the stand animation, and I had to use the select all command on the bones in the NLA to see the frame I had been overlooking for some reason the other ways I was selecting it wren’t showing me all the bones and frames - I’m not entirely sure why/how this was also affecting other animations that never had more than 30 frames but I can’t say I’ve entirely figured out all of blenders nuances with animation quite yet. It looks like that was the issue, although i think it was something I did on the blender side, anytime I’d export an animation at less than 50 frames the skeleton file would export it as if i twere still 50 frames. Here’s the end keyframes for one of the arms in the. The model has 24 bones for this animation, and the animation is 2.083 sec over ~9000 lines in notepad++ if that’s indicative of whether or not theres’s enough keyframes. skeleton file, and since then exporting my model with any animation causes this I exported a walk animation with 30 total frames and tried one with 50 frames at one point and still get the issues. Here’s a clip of what it looks It doesn’t have an animation pause in blender for the animations, it looks like its working alright there and I got the walk animation to run in my game once before adding more animations to my. Now I still get the problem even when I export my model with just one single animation Then after I started adding extra stand and swing animations all of this model’s animations started doing this. I’m not sure if i accidentally changed some type of simple setting in blender or the scene composer- but I was able to export and run my walk animation perfectly once in the scene composer and in-game. skeleton file for my model after exporting, and the last few key frames of atleast 2 bones in my animation have rotation values so it doesn’t look like the file is telling it to pause, but the model still completely pauses on its final frame for about a second before looping I also tried scrapping and redoing my walk animation (a simple start pose frames 0 & 30, and a reverse pose frame 15 ) and got the same error. ![]() I thought it was just a mistake in blender, but it looks correct in blender and loops fine. When I view my animation with the scene composer in loop mode, the animation will run once and then it pauses for a second or two before it loops.
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