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@@ -229,7 +229,7 @@ Remember, our goal is to have a single `.blend` file that represents a single an
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== Creating The Rigged Animation File
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== Creating The Rigged Animation File
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-It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate rigged file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
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+It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you don't want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate rigged file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
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. If you have closed the TPose.blend file, open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
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. If you have closed the TPose.blend file, open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
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. Select your `Armature`.
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. Select your `Armature`.
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@@ -240,7 +240,7 @@ Object Tab::
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. Select `menu:Object[Snap > Cursor to Center]`.
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. Select `menu:Object[Snap > Cursor to Center]`.
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. Select `menu:Add[Single Bone]`.
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. Select `menu:Add[Single Bone]`.
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. Rename the bone to `Root`.
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. Rename the bone to `Root`.
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-. Scale the `Root` bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and draging the `Z` arrow (blue arrow) of the manipulator up or down untill you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
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+. Scale the `Root` bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and dragging the `Z` arrow (blue arrow) of the manipulator up or down until you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
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. When satisfied with the scale, select the body of the `Root` bone to select the entire bone.
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. When satisfied with the scale, select the body of the `Root` bone to select the entire bone.
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Bone Tab::
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Bone Tab::
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* In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox.
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* In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox.
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@@ -253,12 +253,12 @@ Bone Tab::
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Data Tab::
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Data Tab::
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* In the `Properties` panel, navigate to the `Data` tab and make sure the `Mesh` has the same name as your model.
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* In the `Properties` panel, navigate to the `Data` tab and make sure the `Mesh` has the same name as your model.
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Material Tab::
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Material Tab::
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-* In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it has same name as your model.
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+* In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it is the same name as your model.
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* In the `Transparency` panel, move the `Alpha` slider to 1.
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* In the `Transparency` panel, move the `Alpha` slider to 1.
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[IMPORTANT]
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[IMPORTANT]
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====
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====
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-There appears to be a bug where the FBX importer adds a `Alpha` map texture to your model. If this slider is not at one, and you use the Blender importer of the SDK to import your model, it will be transparent. This step is not needed if you use the `Ogre` exporter.
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+There appears to be a bug where the FBX importer adds an `Alpha` map texture to your model. If this slider is not at one, and you use the Blender importer of the SDK to import your model, it will be transparent. This step is not needed if you use the `Ogre` exporter.
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====
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====
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* Deselect `Transparency`.
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* Deselect `Transparency`.
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@@ -267,16 +267,16 @@ Texture Tab::
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* While holding down the kbd:[Shift] key, press the btn:[X] button next to the `*Texture Data Block*` to delete it.
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* While holding down the kbd:[Shift] key, press the btn:[X] button next to the `*Texture Data Block*` to delete it.
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* Select your remaining texture in the `Texture List` to highlight it. You will note the `Texture Data Block` is now red due to no texture being assigned.
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* Select your remaining texture in the `Texture List` to highlight it. You will note the `Texture Data Block` is now red due to no texture being assigned.
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* Click on the btn:[Browse Texture to be linked] button next to the `Texture Data Block` and select your texture.
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* Click on the btn:[Browse Texture to be linked] button next to the `Texture Data Block` and select your texture.
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-* In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
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+* In the `Image` panel, click the btn:[Small Box] button located next to your texture's path to pack the image file.
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. In the `Info` header, change the layout from `Animation` to `UV Editing`.
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. In the `Info` header, change the layout from `Animation` to `UV Editing`.
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-. With your mouse inside the `3d viewport` and the model still selected, kbd:[Tab] into edit mode. If your model is not completely orange press kbd:[A] untill all vertice are selected. You will see your UV Mapped mesh appear in the `UV Image Editor` window.
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+. With your mouse inside the `3d Viewport` and the model still selected, kbd:[Tab] into edit mode. If your model is not completely orange press kbd:[A] untill all vertices are selected. You will see your UV Mapped mesh appear in the `UV Image Editor` window.
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. In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
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. In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
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. kbd:[Tab] out of `Edit Mode`.
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. kbd:[Tab] out of `Edit Mode`.
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. In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
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. In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
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. Rename this new layout `NLA Editing`.
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. Rename this new layout `NLA Editing`.
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. Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
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. Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
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. Click the btn:[Double Down Arrow] button to push the action down into the stack.
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. Click the btn:[Double Down Arrow] button to push the action down into the stack.
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-. Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
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+. Beneath the TPose strip you will see a slider. Drag this slider to the right until your strip is nested up against the left margin of the window.
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. Save your file.
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. Save your file.
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