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coppercube not playing model with more than 100,000 animation frames
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[quote][b][/b] wrote: You do realize that on pro software like Unreal you would need to transfer the skeletal rig, tweak most of the bones and have extensive animation-sequence setup? Copper is almost kid-friendly for animations, all you have to do in this case is open Blender, cut-out parts of animation you don't need or, if you need all animations, save 2 or 3 versions of the model to be switched in CC. I'm sure that most of the animations you have can be categorized into movement , battle, cut-scene, dialog, etc. If your animations are already separated in the model (walk, run, attack...) and you export as FBX format you won't even need to separate animation sequences in CC, they will already be separated I usually don't make this kind of remarks on forums but why are you so lazy? Game development is a very difficult, time consuming process. Cutting animations is not. You can do it in 15 minutes and have a functional character ready to be used.[/quote]
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