Game Development Community

Action has no keyframes" error...

by Happy Gnome · in Artist Corner · 11/11/2007 (1:34 pm) · 2 replies

I'm experimenting with the Blender exporter, and so far it does everything very well. Great Job. But when I tried to export an animated mesh called BoxTurn, I get an error.

! ( ! filepath ) is in place of the specified path. [ It's a secret ;) ]

[ excerpt from BoxTurn.log ]

Torque Exporter 0.952
Using blender, version 242
Processing Scene...
Cleaning Preference Keys
Exporting...
Writing shape to ( ! filepath )
Processing...
Frames: 99
Warning: Action has no keyframes, aborting export for this sequence.
Warning : Couldn't add action 'ObAction' to shape!
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [Bone] (parent -1)
> Objects
'Cube' : Standard
> Materials
> Detail Levels
Detail-1 (size : 32)
Collision-1 (size : -1)
Smallest : Detail-1 (size : 32)
> Internal Sequences
Writing out DTS...
Writing script ( ! filepath )
Done.
Finished.

[ /excerpt ]

Cube is the child of Bone, and Bone is the child of Detail32. Bone as a 99-frame Object ipo (ObIpo), which is set to be included in ObAction. ObAction has 100 frames total. I set the animation ObAction to be Exported and Cyclic, nothing else.

I can load the shape in-game( it has a nice shiny envmap texture ), and I am executing the script in game.cs. I check the console and no script compilation errors occurred.

I checked the ReadMe that ships with the exporter, and it didn't help. Any clues what I did wrong?