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Update animation.rst

corrigentia 6 years ago
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commit
59bcccaaff
1 changed files with 17 additions and 17 deletions
  1. 17 17
      getting_started/workflow/assets/escn_exporter/animation.rst

+ 17 - 17
getting_started/workflow/assets/escn_exporter/animation.rst

@@ -9,11 +9,11 @@ Animation supported:
 
 
 Multiple Actions For Single Object
 Multiple Actions For Single Object
 ----------------------------------
 ----------------------------------
-In most games, one objects would have several animations to switch between.
-This addon have a support for exporting multiple actions all at once into
+In most games, one object would have several animations to switch between.
+This add-on has support for exporting multiple actions all at once into
 a single AnimationPlayer and makes it easy to switch actions.
 a single AnimationPlayer and makes it easy to switch actions.
 
 
-This workflow makes use of blender nla_tracks. Here is a brief guide of how
+This workflow makes use of blender nla_tracks. Here is a brief guide on how
 to use this feature:
 to use this feature:
 
 
 **1. Switch workspace to 'Dope Sheet'**
 **1. Switch workspace to 'Dope Sheet'**
@@ -22,33 +22,33 @@ to use this feature:
 
 
 **2. Stash the active action**
 **2. Stash the active action**
 
 
-the stashed action while not action would still be exported
+The stashed action, while not active, will still be exported.
 
 
 .. image:: img/stash_action.jpg
 .. image:: img/stash_action.jpg
 
 
 **3. Check stashed actions in 'NLA Editor' [optional]**
 **3. Check stashed actions in 'NLA Editor' [optional]**
 
 
-Switch workspace to 'NLA Editor'
+Switch workspace to 'NLA Editor'.
 
 
 .. image:: img/nla_editor.jpg
 .. image:: img/nla_editor.jpg
 
 
-Make sure all stashed actions are muted
+Make sure all stashed actions are muted.
 
 
 .. image:: img/nla_strip.jpg
 .. image:: img/nla_strip.jpg
 
 
 **4. Export the scene**
 **4. Export the scene**
 
 
-all the stashed action as well as the active action are exported
-to the an AnimationPlayer
+All the stashed actions, as well as the active action, are exported
+to an AnimationPlayer.
 
 
 .. image:: img/in_godot.jpg
 .. image:: img/in_godot.jpg
 
 
 
 
 Constraints
 Constraints
 -----------
 -----------
-Sometimes complicated animation is built with object constraint, an usual
-example is inverse kinematics. The addon would automatically check if an
-object has some constraint, if it does, all the constraints are baked into
+Sometimes complicated animation is built with object constraint; a usual
+example is inverse kinematics. The add-on would automatically check if an
+object has some constraint; if it does, all the constraints are baked into
 every action the object has and then exported.
 every action the object has and then exported.
 
 
 
 
@@ -57,25 +57,25 @@ Animation Mode
 Godot and Blender have different structure to store animation data.
 Godot and Blender have different structure to store animation data.
 In Godot animation data is stored in an AnimationPlayer node, instead
 In Godot animation data is stored in an AnimationPlayer node, instead
 of in each animated node. In order to fix this inconsistence and still
 of in each animated node. In order to fix this inconsistence and still
-make the animation play versatile, this addon has three animation exporting
+make the animation play versatile, this add-on has three animation exporting
 modes.
 modes.
 
 
 
 
 **Mode 'Animation as Actions'**
 **Mode 'Animation as Actions'**
 
 
-Treat all the animation as object actions, so in the exported scene, every
+Treat all the animations as object actions, so in the exported scene, every
 object would have its own AnimationPlayer and hold its actions.
 object would have its own AnimationPlayer and hold its actions.
 
 
 
 
 **Mode 'Scene Animation'**
 **Mode 'Scene Animation'**
 
 
-If you want your animation generate same result as playing at Blender's
-timeline, this is what you want. In this mode, all the animation in the scene
+If you want your animation to generate the same result as playing at Blender's
+timeline, this is what you want. In this mode, all the animations in the scene
 are placed in just one AnimationPlayer in the scene root.
 are placed in just one AnimationPlayer in the scene root.
 
 
 **Mode 'Animation as Action with Squash'**
 **Mode 'Animation as Action with Squash'**
 
 
 This mode has very similar behaviour of mode 'Animation as Action', but it
 This mode has very similar behaviour of mode 'Animation as Action', but it
-can generate less AnimationPlayers, objects in parent-children relation would
+can generate fewer AnimationPlayers; objects in parent-children relationship would
 share their AnimationPlayer. It is useful when you have several rigs, and each
 share their AnimationPlayer. It is useful when you have several rigs, and each
-Skeleton and Mesh has actions, then one rig would have just one AnimationPlayer.
+Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer.