Hi,
I use ‘Actions’ mode to export my project as the baking in the ‘NLA’ mode makes my export far too long.
With the previous version of the exporter (5.4.6) I was able to export my material animations only in in NLA mode by modifying the check_export_nla_animations function
In the file asobo_property_animation.py
def check_export_nla_animations(export_settings):
export_nla_animations = False
if bpy.app.version < (3, 6, 0):
export_nla_animations = export_settings["gltf_nla_strips"] is True
else:
export_nla_animations = export_settings["gltf_animation_mode"] == 'NLA_TRACKS' or export_settings['gltf_animation_mode'] == "ACTIONS"
return export_nla_animations
I’ve noticed the latest version has been substantially reworked so I am wondering if there’s something equivalent I can do to replicate this, i.e export material animations in NLA mode and object animations in Actions mode? I’ve tried the obvious things and had no success so I suspect something deeper is going on.
In the SU5 SDK (currently in flighting), material animation export has been fully reworked, so the old workaround in check_export_nla_animations() is no longer needed.
On Blender 4.5, material animations export correctly in both NLA Tracks and Actions mode.
On older Blender versions, material animations are only supported in NLA Tracks mode, because slotted actions are not available there.
You can also check the logs details if needed to retrieve the information:
Thanks Boris,
The trouble I have with ‘Actions’ mode in 4.5 is that it now draws its animation name from the name of the action rather than the NLA track, which is not how my project is configured. Actions also have enforced unique names, so in sim it adds complexity if you want to spread animation across different objects, e.g landing gear.
I wonder if there’s a way to change the behaviour of the actions mode such that the naming comes from the NLA track, I suspect this will be on the Khronos side.
Ideally, I’d use the NLA tracks mode, but unfortunately, the baking in this mode makes my export far too slow to be workable (my scene has 1500 animated objects).
Any tips or advice are greatly appreciated, of course, this is a fairly niche scenario, but it would be great to benefit from the latest exporter