This page describes how to animate objects in the scene and setup skinned characters.
Boot up Blender located in Armory SDK and save the blend file. Place a plane object at the grid and change lamp type to spot. Create and connect Sky Texture to Background in world nodes.
Let’s start with a cube (that’s new!). Add Subdivision Surface and Smooth modifiers to make it look more polished and set color of the material.
We will animate the cube on timeline. Select frame 0 on the timeline and scale cube down to (0.001, 0.001, 0.001). Set Active Keying Set to Scale (alternatively to LocRotScale) and hit Insert keyframes (shortcut I). Next, select frame 60, scale cube back up and Insert keyframes.
Playing the scene now, we are already able to see cube booming up.
Duplicate the cube and select Clear Animation Data by right-clicking on the Animation entry of cloned cube in Outliner. This way we can start clean and record new animation.
Set frame to 0 and Insert keyframes. Next, set frame to 60, rotate cube 90 degrees on the Z axis and Insert keyframes.
By default, Blender will use Bezier interpolation mode. However, we want to achieve a constant, linear rotation of the cube. Switch to Graph Editor space, and select Key - Interpolation Mode - Linear (shortcut T).
Clone one more cube and clear it’s animation data. Select frame 0, move cube forward to Y = 2 and Insert keyframes. Select frame 60, move cube back to Y = -2 and Insert keyframes.
Switch to Object tab in Properties, locate Armory Props and enable Edit Clips option. This allows us to make further adjustments to animation when running in Armory. Add new clip using + button and double click to rename this clip to Move. Enable Reflect option to let animation play both forward and backwards in succession.
We can also add rigged and animated models to the scene (you can import ArmBallie object from final blend file). Similarly, Edit Clips option can be used to quickly select frame portions that we are interested in. With armature object selected, it is also possible to include multiple actions using Properties - Data - Armory Props - Edit Actions.
Object animation also affects all of it’s children. We can use this fact to easily orbit lamp object around a certain point in the scene. Add new empty object at the center and make it a parent of lamp.
With empty object selected, set frame to 0 and hit Insert keyframes. Rotate empty object 360 degrees on the Z axis and Insert keyframes. Set interpolation to linear, as discussed previously for cube 2. Add new clip for empty object and set speed to 0.05.
To step it up further, let’s animate the camera. Set active frame to 0. In 3D View header, select View - Cameras - Active Camera and then View - Navigation - Walk Navigation (shortcut shift+f). Set starting camera position and hit Insert keyframes.
Set active frame to 30 and navigate camera to second position and Insert keyframes.
Set frame to 60, navigate camera to final position and Insert keyframes. Create a new clip for camera, set speed to 0.15 and enable Reflect.
And that is it! Play the scene to observe animations in real-time.
Get the blend file at GitHub.