iterate on its animations and re-assign them to another animationgroup
my opinion is that that’s too much of a hassle, for a feature that is common enough to be bundled with the engine (would love to help out with a PR, just need some support from someone senior on the BJS codebase). Allowing animationgroups to be inserted inside other animationgroups would open a lot of cool possibilities.
(if there’s a solution I am not aware of, would really appreciate it )
I see what you mean, thanks for clarifying! I think having this feature would be pretty nice (I’ll add @Deltakosh here on the discussion too as he might have an opinion too), and I’d be glad to help you get acquainted with the codebase so you can contribute
Following up on our discussion.
I just opened a feature request on Github, @carolhmj would appreciate your support when and “if” the feature is approved
hey @sebavan would love it if you explain what you mean by blending. Because in unity, it means transitioning from one to the other, which I think bjs already supports.
What I am talking about is something like what was attempted with the additive animations.
Consider the case where you would compose a scene, with characters walking around (aka, bone animations, usually imported as their OWN animationGroup) and with other animations in the scene, say a windmill rotation for example.
The idea is to be able to export (bake, compile… whatever the term) everything in one animationGroup
Just out of a pure PM annoying redundancy lol, animationGroup 1, starts at 0 and ends at 24 frames, animationGroup 2 also starts at 0 and ends at 24 frames. So it’s like “grouping animation groups”