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First pass at updating the file to asciidoctor standard.

Fixed punctuation.
Updated some text to reflect Blender 2.78c.
mitm001 8 vuotta sitten
vanhempi
commit
086deb5071
1 muutettua tiedostoa jossa 27 lisäystä ja 21 poistoa
  1. 27 21
      src/docs/asciidoc/jme3/external/blender.adoc

+ 27 - 21
src/docs/asciidoc/jme3/external/blender.adoc

@@ -4,6 +4,7 @@
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../
 :imagesdir: ../..
+:experimental:
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
@@ -37,39 +38,44 @@ Animations for jME3 have to be bone animations, simple object movement is suppor
 To create an animation from scratch do the following:
 
 *  Create the model
-**  Make sure your models location, rotation and scale is applied and zero / one (see “Model Checklist below)
-**  (Did you know? You can make any model from a box by only using extrusion, this creates very clean meshes)
+**  Make sure your models location, rotation and scale is applied and zero / one (see “Model Checklist below).
+**  (Did you know? You can make any model from a box by only using extrusion, this creates very clean meshes.)
 
 *  Create the armature bones, don't forget to have one root bone!
-**  Start by placing the cursor at zero
-**  Go to the Add→Armature→Single Bone menu and create the root bone
+**  Start by placing the cursor at zero.
+**  Go to the `menu:Add[Armature > Single Bone]` menu and create the root bone. 
 ***  image:jme3/external/blender-add-bone.png[blender-add-bone.png,width="",height=""]
 
-**  Select the bone and go to edit mode (press tab)
-**  Select the root bone end and press “E to extrude the bone, then start rigging your model this way
-**  *Make sure your armatures location, rotation and scale is applied (see “Model Checklist below) before continuing*
+**  Select the bone and go to edit mode (press kbd:[Tab]).
+**  Select the root bone end and press "`E`" to extrude the bone, then start rigging your model this way.
+**  *Make sure your armatures location, rotation and scale is applied (see “Model Checklist below) before continuing*.
 
-*  Make the armature the parent of the model
-**  Make sure you are back in object mode (press tab again)
-**  First select the model object then select the armature object with shift pressed, then press Ctrl-P
-**  When you do this, you can select how the bone groups will be mapped to the model vertices initially
+*  Make the armature the parent of the model.
+**  Make sure you are back in object mode (press kbd:[Tab] again).
+**  First select the model object then select the armature object with kbd:[Shift] pressed, then press kbd:[Ctrl] + kbd:[P].
+**  When you do this, you can select how the bone groups will be mapped to the model vertices initially. Select btn:[With Automatic Weights].
++
+[NOTE]
+====
+When you parent your mesh to the armature, Blender automatically adds the `Armature` modifier to the mesh.
 
-*  Set a new armature constraint in the model “Object Modifiers settings and select the Armature
-**  image:jme3/external/blender-make-armature.png[blender-make-armature.png,width="",height=""]
+image:jme3/external/blender-make-armature.png[blender-make-armature.png,width="",height=""]
+====
 
-*  Voila, your model should move when you move the bones in pose mode
-*  Go to the “Dope Sheet window and select the “Action editor
+*  Voila, your model should move when you move the bones in pose mode.
+*  From the `Info` header, press the btn:[Choose Screen Layout] button and select the `Animation` layout.
+*  In the `Dope Sheet Editor` window, press the btn:[Context] button select `Action Editor`.
 **  image:jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
 
-*  Add an action by pressing the plus button
-*  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe
+*  Add an action by pressing the btn:[+] button.
+*  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe.
 **  image:jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
-*  Create the keyframes (select the model armature and press I) along the timeline
+*  Create the keyframes (select the model armature and press I) along the timeline.
 **  image:jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
 
-*  Each action will be an animation available via the animation control in jME after the import
-*  *Press the “F button next to the action so it will be saved even if theres no references*
-**  The animation would else be deleted if its not the active animation on the armature and the file is saved
+*  Each action will be an animation available via the animation control in jME after the import.
+*  *Press the btn:[F] button next to the action so it will be saved even if theres no references.*
+**  The animation would else be deleted if its not the active animation on the armature and the file is saved.