maybe a bug in the exporter with that
iāll get back to you in a moment
Thatās looking good
by user 826487481092145192
Will make an update in a moment
Just a blender export bug
Just updated + added the PlayAudioOnClick component
you can import an audioclip (1) and assign it. Then add a _AudioSource somewhere in the scene and assign it too (the next engine release will make that optional so you dont have to have manually assign an audiosource)
Thatās crazy good. Thanks Marcel.
I look forward to playing with this.
by user 826487481092145192
I already updated blender with this component + fixed the animation bug
you can update to this Discord
there should be a button in the needle engine addon or Needle Engine panel to notify you when a new update is available
the comment about the audiosource here is just a little UX improvement but this needs a runtime engine update (probably tomorrow again )
Thereās always a separation of Needle Engine (runs in the browser and uses threejs) and integrations for e.g. Unity or Blender which export the data to be used by the engine. They can (and are) updated separatly as needed
Let me know when you have tried and how it went
Hi Marcel -
Definitely made progress, thanks - I got this deployed on Glitch which is basically where I want to be. When the audio source is fully implemented thatāll be really great!
However, unless I have done something wrong in creating the NLA tracks, the buttons didnāt automatically trigger the correct animations.
For instance āSadā button does āSadā animation, but for the correct āHelloā animation, I had to select the āPassiveā animation. For āChatā I needed to select the āHelloā animation, and for the āPassiveā button, I had to select the āChatā animation
I see a couple of possibilities - when I test the animations in the blend file they match up correctly to the actions I expect and are in the Needle Animator node setup (see image attached). It is feasibile that I have misunderstood something about NLA *but *within the Blender environment everything is behaving as Iād expect. In the PlayAnimationOnClick component, Iām using the stateName that I have assigned in the Node (I set the label value to the same as the name too)
I was wondering instead if the animations were exported by the Add On component via an index which wasnāt matching up correctly to the animation tracks?
Latest Blend file attached : - thanks again for your help. Itād be great to see this integration keep developing.
by user 826487481092145192
Hi, thanks for the feedback! Iāll go through it in a little bit just wanted to note that you can already use the audio like this noted here in the screenshot
Ah - I misunderstood - I thought I could add the audio in but that it wouldnāt be playable until you had made an engine update
by user 826487481092145192
Hi, the issue is being caused by a change in the blender gltf export where the exporter (by blender) sorts the animations after they have already been collected which is unexpected - so they end up in a different order in the file. Iāve raised an issue in the blender exporter and look at a possible workaround