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forum topic indicator Other ways of handling animations than all-in-one-fbx?
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blackwater
Registered User
Quote
2026-04-19 00:12:16

Is there a practical-rational choice, specific for Coppercube architecture (compared to for example Unity) with having all animations of a character in one single file, instead of having individual files preloaded for a character (walk, idle, run, etc)?

I am asking because i am since a while back engaged in making a workaround "shadow interface" for Coppercube. Its a separate browser based app. The aim is to make a smoother, quicker and more visual experience for creating game-logic and changing parameters. It generates actions and behaviors that can easily be run in Coppercube. Will make it available to the community later on.
So, one of the functions of this app is a better way to handle these character animations - preferably individually - if that's a smart thing to do - or am i doomed to fail?

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Monks
Guest
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2026-04-20 22:09:59

can you explain more please
what i know is when you can split an animation into newer ones which is inbuilt already
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blackwater
Registered User
Quote
2026-04-22 00:54:45

Yes, that is the current default way in Coppercube. Most other engines does not do this, so i am wondering if the opposite way would work, and using proper scripts for that (or with changes to the engine code / custom binary)

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guest_guest
Guest
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2026-04-22 07:41:35

ccbSetAnimationFromSceneNode(node1, node2, animationname)

have you tried this command? you can have your animations individually and use this command to apply animations to the model, it will work if the model has same Armature. It may increase the load though as it will store data as a new armature for each animation.


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