Okay, TUT TIME
When I first exported an animated mesh, I was somewhat suprised that everybody feared it so much. Because of this inexplicable fear, I've decided to release this tutorial. This will cover the basics of your first animated model, and assumes nothing. If you already know something, just skip over it.
Here's the setup I generally use. It's mostly stock settings, with trackball, auto-perspective and the grid is divided into 8s.
We'll start by making a cube. Duplicate it (in edit mode, must be same object), then go back into object mode and add an armature. Edit it as shown, and name the bones so you know which is which. I find it's a good idea to turn x-ray on, since bones are usually hidden.
Select the cubes, then the armature, and hit ctrl+p. Select armature and name groups.
Go back to the cubes, and select the bottom one. Using the buttons in the lower left, assign it to bone1 (or whatever you named your bottom bone)
Do the same with the other
Enter pose mode and make sure everything's rigged correctly
Now switch to animation mode
Select the bottom bone and add a keyframe. This one will just be rotating.
Rotate it 90 degrees, move the time 15 frames and add another keyframe.
Do the same with the top bone, in the opposite direction. You need to use LocRot this time.
Switch to the action editor
Select all the keyframes and change the interpolation to linear
Simple UV texture, not important
Select the cubes, then the bones, then export as a static mesh and again as an animated mesh, then once more as a physics mesh.
We're done with blender for now. Open up your qc file, and add your sequence, below idle. You'll need to reuse the idle.smd file you've used before for static models.
Compile it...
And you're done!
Here's about what you should get, if you want to see my example.
Any questions or comments? And mick-a-nator, feel free to add this to the OP and/or resize/crop the pictures.
When I first exported an animated mesh, I was somewhat suprised that everybody feared it so much. Because of this inexplicable fear, I've decided to release this tutorial. This will cover the basics of your first animated model, and assumes nothing. If you already know something, just skip over it.

Here's the setup I generally use. It's mostly stock settings, with trackball, auto-perspective and the grid is divided into 8s.
We'll start by making a cube. Duplicate it (in edit mode, must be same object), then go back into object mode and add an armature. Edit it as shown, and name the bones so you know which is which. I find it's a good idea to turn x-ray on, since bones are usually hidden.

Select the cubes, then the armature, and hit ctrl+p. Select armature and name groups.


Go back to the cubes, and select the bottom one. Using the buttons in the lower left, assign it to bone1 (or whatever you named your bottom bone)

Do the same with the other

Enter pose mode and make sure everything's rigged correctly

Now switch to animation mode

Select the bottom bone and add a keyframe. This one will just be rotating.

Rotate it 90 degrees, move the time 15 frames and add another keyframe.

Do the same with the top bone, in the opposite direction. You need to use LocRot this time.


Switch to the action editor

Select all the keyframes and change the interpolation to linear

Simple UV texture, not important

Select the cubes, then the bones, then export as a static mesh and again as an animated mesh, then once more as a physics mesh.

We're done with blender for now. Open up your qc file, and add your sequence, below idle. You'll need to reuse the idle.smd file you've used before for static models.


Compile it...

And you're done!

Here's about what you should get, if you want to see my example.
Any questions or comments? And mick-a-nator, feel free to add this to the OP and/or resize/crop the pictures.
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