Blender multi animation ?

Hi Guys
I’m facing a problem when i create a new animation. where the second animation interrupt the first one.
http://www.animatormag.com/computer/blender-linking-animation/
I follow this tutorial. Is work fine if i was using 1 object. But If I have more than 1 object on my scene it becomes useless. So, how to make multi animation for 2 objects ?

It should work. What exactly goes wrong when you say “it becomes useless”?

Are you selecting different animation tracks for each Armature? (and when you edit the animations, you need to make sure the Armature whose animations you want to edit is the active one).

Exporting two Armatures in the same .blend file is a bit tricky, though. Blender’s FBX exporter matches up Actions to export by comparing the list of bones to the Armature being exported (a single mismatched bone means the animation gets dropped). So you need to export to FBX manually with “Selected Objects Only”, once with only the first Armature (+ at least 1 rigged mesh) selected and a second time with only the second Armature (+ at least 1 rigged mesh) selected.

I’ve written a Python script that does that for me to speed up my workflow. If you want to try it:
actor-export.py
animation-export.py

Thank you for response.
you didn’t understand me. Look at this example.
I have 2 objects on my scene. every object has animation.


Look what i get when export to unity !

This should be one animation, but I get 4 !!
What i need is to make multi animation. First one, both objects go far and then get close. Second one, both objects go up and down. Done. when I export to unity, I get only two animations.

How to do this ?

I wouldn’t count on using multiple objects in the same Blender file like that in the first place. The external modeller you use should only be used for animating models, as in skeletal animation within the single model, not interaction scene-wide. I’ve heard some people got that working successfully with Unity but it isn’t common.

What I recommend instead is that you take a look at Unity’s animation system. Unity has an animation system that works similar to Blender’s. You can move objects around, set keyframes for many of the properties, and then make that animation happen at any time later. And it is guaranteed to work.

Blender’s FBX exporter (used by Unity behind the scene to import .blend files) loops over all exported objects and exports each action (unless the action contains a mismatching key name).

If you want to have a single animation clip for both objects in Blender, the only way I can think of it working is by creating an Armature, rigging both objects with bones to this Armature, and then creating a single Action that moves both objects around.

For simple animations (doors, levers, boxes, etc.) I’d do it exactly as @kburkhart84 says.

If this is a proof-of-concept that you later want to expand into full-blown paired character animation, then that’s what my original response was about. The workflow I was suggesting was to rig each object individually, export the paired animations as separate tracks, then play then back in sync in Unity by switching both object’s Mecanim animators in the same frame.

Paired Bone Animation Workflow 2940242--217590--dual-animation-script.png