|
@@ -286,7 +286,7 @@ Texture Tab::
|
|
|
Your rigged file is now `Ogre` export ready. Before we go any further, we will test our export to verify it's error free.
|
|
Your rigged file is now `Ogre` export ready. Before we go any further, we will test our export to verify it's error free.
|
|
|
|
|
|
|
|
. In the `Info` header, change the layout from `NLA Editing` to `Default`.
|
|
. In the `Info` header, change the layout from `NLA Editing` to `Default`.
|
|
|
-. kbd:[Shift] + btn:[LMB] select your armature, root bone, and your model.
|
|
|
|
|
|
|
+. kbd:[Shift] + btn:[LMB] select your armature and your model.
|
|
|
. From the `Info` header, select `menu:File[Export > Ogre3d]`.
|
|
. From the `Info` header, select `menu:File[Export > Ogre3d]`.
|
|
|
. Select a destination path in your games `Assets` folder, usually the `Textures` folder.
|
|
. Select a destination path in your games `Assets` folder, usually the `Textures` folder.
|
|
|
. Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
|
|
. Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
|
|
@@ -313,11 +313,11 @@ Follow the directions for <<jme3/advanced/mixamo#mixamo-animations#,Mixamo Anima
|
|
|
. From the `Info` header, change your layout to `Animation`.
|
|
. From the `Info` header, change your layout to `Animation`.
|
|
|
. In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected.
|
|
. In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected.
|
|
|
. Click the btn:[Action to be linked] button and select your appended action from the list.
|
|
. Click the btn:[Action to be linked] button and select your appended action from the list.
|
|
|
-. 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.
|
|
|
|
|
|
|
+. 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 append `Action` at the top of the list.
|
|
|
. From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
|
|
. From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
|
|
|
. Click the btn:[Double Down Arrow] button next to the `Action` to push it down into the stack.
|
|
. Click the btn:[Double Down Arrow] button next to the `Action` to push it down into the stack.
|
|
|
. btn:[LMB] select the strip to make it the only strip selected.
|
|
. btn:[LMB] select the strip to make it the only strip selected.
|
|
|
-. 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.
|
|
|
|
|
|
|
+. btn:[LMB] drag the selected strip to the right until 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.
|
|
|
+
|
|
+
|
|
|
[TIP]
|
|
[TIP]
|
|
|
|
|
|
|
@@ -335,10 +335,10 @@ You can drag the slider, at the bottom of the strip window, to the right or left
|
|
|
====
|
|
====
|
|
|
|
|
|
|
|
. With the mouse inside the strip window, press the kbd:[N] key to open the properties window.
|
|
. With the mouse inside the strip window, press the kbd:[N] key to open the properties window.
|
|
|
-. 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.
|
|
|
|
|
|
|
+. In the `Active Strip` panel, under `Strip Extents`, you will see the `End Frame` number. In the `Timeline`, set `End:` to this number. Every time you append an `Action` you must increase this number to equal the total length off all strips combined, including the gaps between strips.
|
|
|
. Save your file.
|
|
. Save your file.
|
|
|
|
|
|
|
|
-Your file is now ready to export.
|
|
|
|
|
|
|
+Your file is now ready to <<jme3/advanced/mixamo#ogre-export#,export>>.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|