Hey guys <3,
I followed this lovely tutorial
https://www.youtube.com/watch?v=Q9f-WVs3ghI
about rigging my character in Blender. For fun, I made 2 characters and wanted to animate them. So, I joined the 2 character meshes into 1 mesh and also joined 2 skeletons to 1 skeleton. Now, I wanted to happily animate these 2 guys in Blender, but when I changed the pose and inserted a frame, I was quite surprised by the amount of keyframes added (546). I have 78 Bones in total (39 for each low Poly character <3). So I played around and found out, I can lock my bones to Location/Rotation/Scale, but since I’m a total noob, I would like to hear some thoughts about it.
On this character I’m saving the Location and Rotation with each keyframe, but I can also restrict a simple bone to Rotation for example, thus I could “save” 3 keyframes or 6 if it’s mirrored (12 actually, cause I use 2 characters). Does this actually matter or are 546 keyframes a walk in the park for the engine?
For everyone asking now “what is he trying to do”, I want to make a set of animations for a character holding another character, making everything in Blender seems a good solution for me, because I see both meshes and can animate them at the same time and later I don’t have any synchronization issues in UE4. <3
*Edit: I see I could also deselect the IK bones, cause they are linked to the armature bones :3