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@@ -35,7 +35,7 @@ To properly animate your models there are a few rules you must follow.
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[%interactive]
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- [ ] You have no Animations.
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- [ ] You have UV Mapped your model.
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-- [ ] Your models origin is centered at the base of the mesh.
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+- [ ] Your models origin is at the base of the mesh.
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- [ ] You have one Material named the same as your mesh.
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- [ ] You have baked and packed your Texture. For this tutorial we use a diffuse texture (i.e. your using a texture atlas), no normal or specular maps.
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- [ ] You have cleared the UV, Material and Texture buffers of unused images, materials and textures.
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@@ -228,8 +228,14 @@ Object Tab::
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* In the `Properties` panel, navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
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. With your mouse inside the `3d Viewport`, press kbd:[Num Pad 1] followed by kbd:[Numpad 5].
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. kbd:[Tab] into `Edit Mode`.
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-. Select `menu:Object[Snap > Cursor to Center]`.
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+. Set the `3d Cursor` to the models origin.
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. Select `menu:Add[Single Bone]`.
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++
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+[IMPORTANT]
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+====
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+The models origin and the `Root` bone origin must be at the same location.
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+====
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+
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. Scale the bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and dragging the `Z` arrow (blue arrow) of the manipulator up or down until you are satisfied with its scale. *DO NOT CHANGE THE ANGLE OR MOVE THE BASE OF THE BONE FROM CENTER*.
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. When satisfied with the scale, select the body of the bone to select the entire bone.
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Bone Tab::
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