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@@ -181,7 +181,7 @@ Armatures::
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. When ready click btn:[Import FBX].
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. After Blender imports the file, both the armature and model are selected, in this order, select `menu:Object[Apply > Rotation]`. Repeat this for the `Location` and `Scale`. Alternatively, select the armature and model individually and repeat the process.
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. Select the Armature.
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-. In the `Time Line`, determine the Length of the animation by btn:[R Mse Btn] selecting the last keyframe in the timeline. +
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+. In the `Time Line`, determine the Length of the animation by btn:[RMB] selecting the last keyframe in the timeline. +
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Set `End:` to this value.
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. Click the btn:[|<<] button to reset timeline back to the first frame.
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. In the `Info` header, change the `Default` screen layout to `Animation`.
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@@ -209,7 +209,7 @@ Remember, our goal is to have a single `.blend` file that represents a single an
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. In the `Dope Sheet Editor`, click the `Action to be linked` button and select the action you want cleared.
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. Deselect the btn:[F] button to prevent it from saving.
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. Change the editor type from `Dope Sheet` to `NLA Editor`. You will see the action listed.
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-. Click the double down arrow button next to the action to push it into the stack.
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+. Click the btn:[Double Down Arrow] button next to the action to push it into the stack.
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. With the mouse inside the `NLA Track List`, press kbd:[X] to delete both the track and strip.
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. Save your file.
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. From the `Info` header, select `menu:File[Open Recent > Your Saved File]`.
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@@ -239,7 +239,7 @@ Object 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 `3d Viewport`, select the body of the armatures `Hip` bone, the lowest bone in the center of the armature, to select the entire bone.
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-. While holding kbd:[Shift] down, btn:[L Mse Btn] select the `Root` bone.
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+. While holding kbd:[Shift] down, btn:[LMB] select the `Root` bone.
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. Press kbd:[Ctrl] + kbd:[P].
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. In the `Make Parent` dialog choose `Keep Offset`.
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. With the mouse inside the 3d Viewport, kbd:[Tab] out of `Edit Mode`.
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@@ -262,14 +262,18 @@ Texture Tab::
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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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. 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 double down arrows 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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. Save your file.
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+
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+== Ogre Export
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+
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+
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Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
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. In the `Info` header, change the layout from `NLA Editing` to `Default`.
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-. kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
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+. kbd:[Shift] + btn:[LMB] select your armature, root bone, and your model.
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. From the `Info` header, select `menu:File[Export > Ogre3d]`.
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. Select a destination path in your games `Assets` folder, usually the `Textures` folder.
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. Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
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@@ -287,17 +291,41 @@ More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-m
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Follow the directions for <<jme3/advanced/mixamo#mixamo-animations#,Mixamo Animations>>, <<jme3/advanced/mixamo#mixamo-download#,Mixamo Download>>, <<jme3/advanced/mixamo#creating-blender-animations#,Creating Blender Animations>> and <<jme3/advanced/mixamo#clearing-the-linked-action-buffer#,Clearing The Linked Action Buffer>> for all animations you wish to append to your *rigged* animation file.
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+. If your `Rigged` file is closed, open it.
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+. From the `Info` header, select `menu:File[Append]`.
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+. Navigate to, and select the animation file you want to append.
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+. From the folders list select `Action`.
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+. Select your action.
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+. When ready, select the btn:[Append From Library] button to finalize your selection.
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+. From the `Info` header, change your layout to `Animation`.
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+. In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected.
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+. Click the btn:[Action to be linked] button and select your appended action from the list.
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+. From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<jme3/advanced/mixamo#creating-the-rigged-animation-file#,Creating The Rigged Animation File>> section of this tutorial. You will see your appened `Action` at the top of the list.
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+. From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
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+. Click the btn:[Double Down Arrow] button next to the `Action` to push it down into the stack.
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+. btn:[LMB] select the strip to make it the only strip selected.
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+. btn:[LMB] drag the selected strip to the right untill there is at least a 4 keyframe gap between the furthest strip to the right in the list and the appended strip you are dragging.
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++
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+[TIP]
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+====
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+When the strip is in drag mode it will be purple. While in drag mode you do not need to keep the btn:[LMB] pressed.
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+====
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+. When you are satisfied with the position, btn:[LMB] click the strip to finalize your selection. Your appended strip should now be the furthest strip to the right in the list.
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++
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+[TIP]
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+====
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+You can use the mouse scroll wheel to shrink or expand the strip window to bring all strips into the view.
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+You can drag the slider, at the bottom of the strip window, to the right or left to position the strips against the side of the window.
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+====
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+. With the mouse inside the strip window, press the kbd:[N] key to open the properties window.
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+. In the `Active Strip` panel, under `Strip Extents`, you will see the `End Frame` number. In the `Time Line`, set `End:` to this number. Everytime you append an `Action` you must increase this number to equal the total length off all strips combined, including the gaps between strips.
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+. Save your file.
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+Your file is now ready to export.
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