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