Blender animation workflow

maybe a bug in the exporter with that

i’ll get back to you in a moment

20231115-143027_verty_needle_1_-_Google_Chrome-logo.mp4

That’s looking good :crossed_fingers:t2:

by user 826487481092145192

Will make an update in a moment :slightly_smiling_face:

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)

That’s 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 :slightly_smiling_face: )

There’s 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 :slightly_smiling_face:

Let me know when you have tried and how it went :slightly_smiling_face:

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 that’ll be really great!

However, unless I have done something wrong in creating the NLA tracks, the buttons didn’t automatically trigger the correct animations.
For instance ā€œSadā€ button does ā€œSadā€ animation, but for the correct ā€œHelloā€ animation, I had to select the ā€œPassiveā€ animation. For ā€œChatā€ I needed to select the ā€œHelloā€ animation, and for the ā€œPassiveā€ button, I had to select the ā€œChatā€ animation :slightly_smiling_face:

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 I’d expect. In the PlayAnimationOnClick component, I’m 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 wasn’t matching up correctly to the animation tracks?

Latest Blend file attached : - thanks again for your help. It’d be great to see this integration keep developing.
image.png

by user 826487481092145192

Hi, thanks for the feedback! I’ll 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 wouldn’t 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. I’ve raised an issue in the blender exporter and look at a possible workaround