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Animation Tools and Animation Slots
Legacy VDF/SDF animation writes object transform keys for separate GEO parts. It does not write skeletal deformation, mesh bending, skin weights, or shape keys.
- Each moving legacy part must be a separate GEO object.
- Rotation and location keys are the normal supported channels.
- Scale keys can be exported through the legacy SCLKEY/Translation2 path when enabled.
- Armature animation is for Redux mesh/skeleton export, not legacy VDF/SDF animation.
Animation elements live in Scene Properties > Battlezone > Animation Elements.
Each element has:
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Index: gameplay slot/action. -
Start: first frame. -
Length: frame count. -
Loop Count: number of loops. -
Speed: playback speed.
The legacy guide prefers short clips around 10-20 frames. Longer clips can work, including 100+ frame authoring, but test in the target game if you support legacy BZ behavior.
The addon includes preset helpers for common slot groups:
- deployable turret core slots,
- walker core slots,
- person-style slots,
- animated-object starter validation.
Use presets as a starting point, then adjust slots to the target class label and gameplay behavior.
For looping legacy animations, the first and last keyed transforms should return to the same pose. Validation warns when a looping slot starts and ends on different keyed transforms.
The legacy guide warns that roughly more than 25 animated GEOs may glitch. Modern Redux-era setups may tolerate more, but treat high animated-GEO counts as something to test carefully.
3D View > Battlezone > Animation Tools > Mirror Legacy Keys opens a settings dialog.
Use explicit object selectors when automatic name matching is not enough:
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Mirror From: source GEO object. -
Mirror To: target GEO object.
When both selectors are set, token matching is skipped. The tool gives a warning-only mesh similarity check so mismatched objects can still be used deliberately.
Default token matching uses .L -> .R.