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+ 12 - 12
docs/modules/ROOT/pages/jme3/external/3dsmax.adoc

@@ -1,6 +1,6 @@
 = 3ds Max Bone Animation to JME3 using OgreMax plugin
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../
 :imagesdir: ../..
@@ -10,7 +10,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 == Asset Management
 
-For the managing of assets in general, be sure to read the <<jme3/intermediate/multi-media_asset_pipeline#,Asset Pipeline Documentation>>. It contains vital information on how to manage your asset files.
+For the managing of assets in general, be sure to read the xref:tutorials:intermediate/multi-media_asset_pipeline.adoc[Asset Pipeline Documentation]. It contains vital information on how to manage your asset files.
 
 
 == Creating models in 3dsMax
@@ -116,9 +116,9 @@ import com.jme3.scene.debug.SkeletonDebugger;
 
 /**
  * This is a test class for loading a Ogre XML scene exported by OgreMax.
- * 
+ *
  * @author Stephan Dreyer
- * 
+ *
  */
 public class TestOgreMaxImport extends SimpleApplication {
 
@@ -176,7 +176,7 @@ public class TestOgreMaxImport extends SimpleApplication {
   /**
    * Method to find the animation control, because it is not on the models root
    * node.
-   * 
+   *
    * @param parent
    *          The spatial to search.
    * @return The {@link AnimControl} or null if it does not exist.
@@ -240,7 +240,7 @@ image:jme3/external/3dsmax_biped_2.png[3dsmax_biped_2.png,width="",height=""]
 
 image:jme3/external/3dsmax_biped_3_1.png[3dsmax_biped_3_1.png,width="",height=""]
 
-*  You can now play a bit with the settings, I adjusted “Actual Stride Length and “Actual Stride Height. 
+*  You can now play a bit with the settings, I adjusted “Actual Stride Length and “Actual Stride Height.
 *  For the “Number of Footsteps 6 will be sufficient because the animation is cycled later.
 *  *Note:* You can also create or edit footsteps by hand and move or rotate them.
 *  After all footsteps are created, hit the “Create Keys for Inactive Footsteps button in the “Footstep Operations panel
@@ -251,7 +251,7 @@ image:jme3/external/3dsmax_biped_3_1.png[3dsmax_biped_3_1.png,width="",height=""
 
 *  The “OgreMax Scene Settings should be the same as shown above.
 *  Because you want your animation to be looped, you've got to find two key frames where the legs are nearly in the same position. For my settings I've chosen the frames 48-78 for the walk animation.
-*  Select the character mesh and open the “OgreMax Scene Settings dialog. 
+*  Select the character mesh and open the “OgreMax Scene Settings dialog.
 *  Open the “Mesh Animations” tab and select type “Skeleton”, “Export Skeleton” : “Yes”
 *  Below “Mesh Animations” hit the “Add…” button
 
@@ -314,9 +314,9 @@ import com.jme3.scene.shape.Box;
 
 /**
  * This is a test class for loading a Ogre XML scene exported by OgreMax.
- * 
+ *
  * @author Stephan Dreyer
- * 
+ *
  */
 public class TestOgreMaxImport extends SimpleApplication {
 
@@ -381,7 +381,7 @@ public class TestOgreMaxImport extends SimpleApplication {
   /**
    * Method to traverse through the scene graph and add a {@link LodControl} to
    * the mesh.
-   * 
+   *
    * @param parent
    *          The Node to add the control to.
    */
@@ -402,7 +402,7 @@ public class TestOgreMaxImport extends SimpleApplication {
   /**
    * Method to find the animation control, because it is not on the models root
    * node.
-   * 
+   *
    * @param parent
    *          The spatial to search.
    * @return The {@link AnimControl} or null if it does not exist.

+ 1 - 1
docs/modules/ROOT/pages/jme3/external/blender.adoc

@@ -14,7 +14,7 @@ This section discusses how to create and import models from Blender3D (2.78+, se
 
 == Asset Management
 
-For the managing of assets in general, be sure to read the <<jme3/intermediate/multi-media_asset_pipeline#,Asset Pipeline Documentation>>. It contains vital information on how to manage your asset files.
+For the managing of assets in general, be sure to read the xref:tutorials:intermediate/multi-media_asset_pipeline.adoc[Asset Pipeline Documentation]. It contains vital information on how to manage your asset files.
 
 
 == Creating Models

+ 1 - 1
docs/modules/ROOT/pages/jme3/simpleapplication_from_the_commandline.adoc

@@ -244,7 +244,7 @@ If a settings dialog pops up, confirm the default settings. You should now see a
 
 == Recommended Asset Directory Structure
 
-For <<jme3/intermediate/multi-media_asset_pipeline#,multi-media files, models, and other assets>>, we recommend creating the following project structure:
+For xref:tutorials:intermediate/multi-media_asset_pipeline.adoc[multi-media files, models, and other assets], we recommend creating the following project structure:
 
 [source]
 ----

+ 2 - 2
docs/modules/sdk/pages/model_loader_and_viewer.adoc

@@ -1,6 +1,6 @@
 = jMonkeyEngine SDK: Importing and Viewing Models
 :revnumber: 2.0
-:revdate: 2020/07/09 
+:revdate: 2020/07/09
 :keywords: documentation, sdk, tool, asset, scene
 
 
@@ -23,7 +23,7 @@ The jMonkeyEngine SDK includes a tool to install the correct exporter tools in B
 .  If you are presented a filechooser, select the folder where your blender scripts reside.
 .  Press "`Install`" in the window that opens.
 
-Also check out xref:ROOT:jme3/external/blender.adoc[how to create compatible models in blender] and xref:ROOT:jme3/intermediate/multi-media_asset_pipeline.adoc[how to organize your assets].
+Also check out xref:ROOT:jme3/external/blender.adoc[how to create compatible models in blender] and xref:tutorials:intermediate/multi-media_asset_pipeline.adoc[how to organize your assets].
 
 
 == Using the model files directly

+ 1 - 1
docs/modules/tutorials/pages/beginner/hello_asset.adoc

@@ -414,6 +414,6 @@ Now you know how to populate the scenegraph with static shapes and models, and h
 *See also:*
 
 *  xref:ROOT:jme3/external/blender.adoc[The definitive Blender import tutorial]
-*  xref:ROOT:jme3/intermediate/multi-media_asset_pipeline.adoc[Asset pipeline introduction]
+*  xref:intermediate/multi-media_asset_pipeline.adoc[Asset pipeline introduction]
 *  If you want to learn how to load sounds, see xref:beginner/hello_audio.adoc[Hello Audio]
 *  If you want to learn more about loading textures and materials, see xref:beginner/hello_material.adoc[Hello Material]