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fix: updated link to Stride's X account, revised direction on using VSCode Extension, update information about import-animations and custom build trees

Christine Belzie 2 years ago
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2e1cddbf40

+ 3 - 3
en/manual/animation/additive-animation.md

@@ -7,7 +7,7 @@
 
 ![Additive animations](media/animations-additive-sample.gif)
 
-In the example above, the leftmost animation is the *Walk* animation. The rightmost animation is the *Idle* animation. The two animations in the center are the *Walk* and *Idle* animations respectively, but have the *Reload* animation added to them. 
+In the example above, the leftmost animation is the *Walk* animation. The rightmost animation is the *Idle* animation. The two animations in the center are the *Walk* and *Idle* animations respectively, but have the *Reload* animation added to them.
 
 This means we only had to create three animations: *Walk*, *Idle*, and *Reload*. Additionally, we can add the *Reload* animation to other suitable animations (eg *Crouch*, *Strafe* or *Run*). This helps keep the memory budget and number of animations low.
 
@@ -22,7 +22,7 @@ Stride calculates the difference between the source and reference clips to creat
 We can use use the difference clip to blend the source and reference animations. We can also use the same difference clip to blend the source animation with **other** animations. If the animation you add it to is sufficiently similar to the original reference clip, then the animations blend effectively. For example, you could use it to add the reload animation to any animation that doesn't use the arms, such as crouching.
 
 >[!Note]
->Additive animations should use the same skinned mesh and skeleton. 
+>Additive animations should use the same skinned mesh and skeleton.
 
 ### Create a difference clip
 
@@ -30,7 +30,7 @@ We can use use the difference clip to blend the source and reference animations.
 
 2. As we don't need a source for this animation, click **Cancel**.
 
-    Game Studio asks if you want to create an animation without a source file. 
+    Game Studio asks if you want to create an animation without a source file.
 
     ![Create animation without source file](media/create-animation-without-source-file.png)
 

+ 1 - 1
en/manual/animation/custom-blend-trees.md

@@ -3,7 +3,7 @@
 <span class="badge text-bg-primary">Advanced</span>
 <span class="badge text-bg-success">Programmer</span>
 
-The [AnimationComponent](xref:Stride.Engine.AnimationComponent) has the property [AnimationComponent.BlendTreeBuilder](xref:Stride.Engine.AnimationComponent#Stride_Engine_AnimationComponent_BlendTreeBuilder). If you want absolute control over which animations are played, how are they blended and what weights they have, you can create a script which inherits from `IBlendTreeBuilder` and assign it to the BlendTreeBuilder under your animation component.
+The [AnimationComponent](xref:Stride.Engine.AnimationComponent) has the property [AnimationComponent.BlendTreeBuilder](xref:Stride.Engine.AnimationComponent#Stride_Engine_AnimationComponent_BlendTreeBuilder). If you want absolute control over which animations are played, how are they blended and what weights they have, you can create a script which implements from `IBlendTreeBuilder` and assign it to the BlendTreeBuilder under your animation component.
 
 When the animation component is updated, it calls `void BuildBlendTree(FastList<AnimationOperation> animationList)` on your script instead of updating the animations itself. This allows you to choose any combination of animation clips, speeds and blends, but is also more difficult, as all the heavy lifting is now on the script side.
 

+ 1 - 1
en/manual/animation/import-animations.md

@@ -9,7 +9,7 @@ To animate a model, you need to use three kinds of assets together:
 * skeletons
 * animations
 
-You can import these assets from 3D model files. Stride supports the following model file types: ``.3ds``, ``.blend``, ``.dae``, ``.dxf``, ``.fbx``, ``.md2``, ``.md3``, ``.obj``, ``.x``
+Stride supports the following model file types: `.3ds`, `.blend`, `.dae`,`dxf`, `.fbx`, `.glb`, `.gltf`, `.md2`, `.md3`, `.obj`, `.ply`, `.stl`,`.stp`, `.x`.
 
 ## Import a model, skeleton, or animation from a model file
 

+ 1 - 1
en/manual/engine/resources.md

@@ -4,4 +4,4 @@
 
 Resources are images, texture [```.dds```](https://en.wikipedia.org/wiki/DirectDraw_Surface) files and entity images used in your game. Resources are stored in the **Resources** folder of a game application.
 
->**Note:** As a best practice, all data resources should be placed inside the **Resources** folder to enable easy movement of your project. If resources are placed outside the project, moving the project breaks the links and compiler issues can occur.
+>**Note:** As a best practice, all data resources should be placed inside the **Resources** folder to enable easy movement of your project. If resources are placed outside the project, moving the project breaks the links and compiler issues can occur.

+ 1 - 1
en/manual/files-and-folders/cached-files.md

@@ -14,7 +14,7 @@ You might want to clean the cache if:
 
     ![Clean solution](media/clean-solution.png)
 
-2. If you have the [Stride Visual Studio extension](../get-started/visual-studio-extension.md) installed, you can also clean the asset cache. To do this, under **Stride**, select **Clean intermediate assets for Solution**.
+2. If you have the [Stride Visual Studio extension](../get-started/visual-studio-extension.md) installed, you can also clean the asset cache. **Using VS 2022**: To do this, under Extensions > **Stride**, select **Clean intermediate assets for Solution**.
 
     ![Clean solution](media/clean-assets.png)
 

+ 1 - 1
en/manual/index.md

@@ -5,7 +5,7 @@
 These pages contain information about how to use Stride, an open-source C# game engine.
 
 > [!Note]
-> The Stride manual is under construction and updated regularly with new content. Follow [Stride on Twitter](https://twitter.com/stridedotnet?lang=en) for documentation updates.
+> The Stride manual is under construction and updated regularly with new content. Follow [Stride on X](https://x.com/stridedotnet?s=20) for documentation updates.
 
 ## Latest documentation