Browse Source

Fixed a few typos in "Godot-Blender-Exporter" (#1861)

* Fixed a few typos in "Godot-Blender-Exporter"

* Another typo in "Godot-Blender-Exporter"

* More typos in "Godot-Blender-Exporter"
mega-bit 6 years ago
parent
commit
fcc308e043

+ 3 - 3
getting_started/workflow/assets/escn_exporter/animation.rst

@@ -9,11 +9,11 @@ Animation supported:
 
 Multiple Actions For Single Object 
 ----------------------------------
-In most games, one objects would have serveral animations to switch between. 
+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
 a single AnimationPlayer and makes it easy to switch actions.
 
-This worksflow 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 of how
 to use this feature:
 
 **1. Switch workspace to 'Dope Sheet'**
@@ -57,7 +57,7 @@ Animation Mode
 Godot and Blender have different structure to store animation data.
 In Godot animation data is stored in an AnimationPlayer node, instead
 of in each animated node. In order to fix this inconsistence and still
-make the animation play versatile, this addon has three aimation exporting
+make the animation play versatile, this addon has three animation exporting
 modes.
 
 

+ 1 - 1
getting_started/workflow/assets/escn_exporter/mesh.rst

@@ -10,7 +10,7 @@ control whether mesh modifiers are applied to the exported mesh.
 Shape Key
 ---------
 Exporting mesh shape key is supported, however exporting each shape key
-is almost like exporting the mesh again, so don't be surprisied
+is almost like exporting the mesh again, so don't be surprised
 it takes a relatively long time.
 
 .. warning::

+ 2 - 2
getting_started/workflow/assets/escn_exporter/skeleton.rst

@@ -10,10 +10,10 @@ Armature object in Blender is exported as a Skeleton node along with
 rest position (transform in Godot) of bones. 
 
 .. warning:: 
-    The three check boxes :code:`Inheirt Rotation`, :code:`Inheirt Scale`,
+    The three check boxes :code:`Inherit Rotation`, :code:`Inherit Scale`,
     :code:`Local Location` (colored in red) must be ticked when building
     armature in Blender, so that the exported bone transform would be
-    consistant between Blender and Godot
+    consistent between Blender and Godot
 
 Bone Weights
 ------------