Talk:Animation in Blender
export problem
I have a exporting problem.
I have a model with 2 bones. I created vertex groups and assigned them to the specific vertices and then I made an Armature and parented the model and the Armature, then I made 2 Bones with the same names of the vertex groups, when I animate in blender anything looks fine. I export it and the compiler says: "WARNING: too few bones/vert (0) : it has no bones!" and the second Bone gone. 
What gone wrong? --Pfannkuchen 18:51, 13 December 2009 (UTC)
- Ask here. --TomEdwards 00:25, 14 December 2009 (UTC)
- the forum doesn't send me a activation mail --Pfannkuchen 07:02, 14 December 2009 (UTC)
- the original export script exports the bones wrong, the other one with vta support does work without any problems --Pfannkuchen 18:49, 15 December 2009 (UTC)
 
 
 - the forum doesn't send me a activation mail --Pfannkuchen 07:02, 14 December 2009 (UTC)
 
Don't get rid of 2.7x portion of the page
Dear contributors, I have noticed a great deal of needs to update some pages, but some people don't appreciate the fact that some people don't understand that some people like to work with certain versions of blender and there are few tutorials on blender to source, so I recommend adding a blender 2.8 portion and keeping the blender 2.7x portion. Sincerely Gamerzlog11 :)
How to create stop motion animations
As best i can tell, there's no way to disable interpolation between frames in a model without editing the game code. A workaround for this is to increase the amount of time between keyframes, change Interpolation Mode between each keyframe to Constant, and add Snap in the $sequence. Normally if you have two keyframes, one at time 0, the other at time 1, and an fps of 1, there will be 1 second of interpolation. If you instead add say, 4 frames in between them, and you change the Interpolation Mode in blender to Constant, and add Snap in the $sequence, times 0 to 4 will be keyframe 1, and time 5 will be keyframe 2. If you use 5 fps to scale the time of the animation to the same of before, this means you instead get 0.2 seconds of interpolation between time 4 and time 5, making the animation look much snappier. Making a keyframe every 10 frames is probably enough to make it look like true stop motion, but I've found that every 5 frames is close enough. --Sirhephaestus (talk) 05:19, 3 November 2025 (PST)