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L25 — Idle & walk animation + export

Goal

Create looping idle and walk actions (or use the reference character) and play them in Tiny3D via named animations.

Concepts

TermMeaning
ActionA clip (idle, walk) in Blender’s Dope Sheet / Action Editor
LoopFirst and last frames match pose for seamless cycle
In-place walkCharacter walks on a treadmill; game code moves root

Authoring tips

  1. Idle: subtle breathing/sway, 20–40 frames.
  2. Walk: contact → passing → contact; even frame count helps.
  3. Name actions clearly: Idle, Walk (reference uses Snake_Idle, Snake_Walk).
  4. Export glTF with animations enabled + custom properties if Fast64.

Runtime (preview of Module 4)

c
T3DSkeleton skel = t3d_skeleton_create_buffered(model, FB_COUNT);
T3DAnim idle = t3d_anim_create(model, "Snake_Idle");
t3d_anim_attach(&idle, &skel);
t3d_anim_update(&idle, dt);
t3d_skeleton_update(&skel);
t3d_skeleton_use(&skel);          /* required when bufferCount > 1 */
t3d_model_draw_skinned(model, &skel);

Asset lab: select player_anim, press A to blend toward walk.

Exercises

  1. In the lab, switch idle/walk.
  2. Open the reference .blend if provided in Tiny3D examples and inspect actions.
  3. (Stretch) Make a 2-bone lamp with a bob idle.

Lesson code

Module 3 is Blender-first — there is no per-lesson C ROM for L17–L25.

Runnable code that loads the course meshes lives in the Module 3 asset lab checkpoint (lessons/m3-asset-lab/).

Next

Checkpoint — Asset lab.

N64 Educator v1.2.2 — libdragon + Tiny3D · branch master