I’ve a question regarding Blender, animations via keyframes and rigged meshes:
In Gmax, I’m using the keyframed parts of a default NWN1-character (eg. a_ba.mdl or a_fa.mdl) as bones to which I rig a mesh (skinmesh). The advantage of this approach is, that if I move the animation bar / press “play” (in Gmax), it’ll show the animation by moving the rigged skinmesh, thus showing nicely, where certain weighted verts don’t behave so well.
Well, since things are moving towards NWN1 EE and Gmax/NW(g)max does not import/export the new models and (A)symmetric already updated the NWN1-importer/exporter for Blender (THANKS Symmetric!), I thought to check this out in Blender.
Using Blender 2.79b and the latest Neverblender 2.10, I imported a rigged character, which has keyframed bones. It imported nicely. The keyframes show up, when selecting the rootdummy and the “bones” play the animation, BUT the rigged skinmesh does NOT (in Blender).
I checked the weighting on the skinmesh and it looks like, that the weighting has been imported correctly. It just seems, that the skinmesh is not “connected” to the moving “bones” ( = the non rendering NWN1 keyframed model).
Is there a way to make Blender show the keyframed animations on a rigged (skin-) mesh (without baking it - so one could do a quick check on certain poses)? That would be great and another argument for CCers to switch from (G)Max to Blender for the EE-models.