Currently, only the first frame of an animation is imported if the option is enabled.
The way blender does skeletal animations is very different to BFRES. Blender stores all movement relative to the resting position of itself, and the position of the parent bone. BFRES stores all keyframes and transformations absolutely, from the model origin.
Since the bones are in different resting rotations, rotating a bone on one axis in the BFRES animation would rotate on multiple axes in Blender, breaking a lot of transitions between keyframes.
The way Switch Toolbox deals with animations is by baking every single transformation for every single frame. It is doable, however it's messy, a lot of work, and the original keyframe data is lost.
The interpolation between keyframes is another issue, I haven't looked into if blender can recreate those curves.
I'm unsure if this is even possible, but I'm making this issue just in case anything changes or if any good ideas are thought of
Currently, only the first frame of an animation is imported if the option is enabled.
The way blender does skeletal animations is very different to BFRES. Blender stores all movement relative to the resting position of itself, and the position of the parent bone. BFRES stores all keyframes and transformations absolutely, from the model origin.
Since the bones are in different resting rotations, rotating a bone on one axis in the BFRES animation would rotate on multiple axes in Blender, breaking a lot of transitions between keyframes.
The way Switch Toolbox deals with animations is by baking every single transformation for every single frame. It is doable, however it's messy, a lot of work, and the original keyframe data is lost.
The interpolation between keyframes is another issue, I haven't looked into if blender can recreate those curves.
I'm unsure if this is even possible, but I'm making this issue just in case anything changes or if any good ideas are thought of