浏览代码

Clarified bone insertion location for root bone.

mitm001 8 年之前
父节点
当前提交
38deacf98e
共有 1 个文件被更改,包括 8 次插入2 次删除
  1. 8 2
      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 8 - 2
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -35,7 +35,7 @@ To properly animate your models there are a few rules you must follow.
 [%interactive]
 - [ ] You have no Animations.
 - [ ] You have UV Mapped your model.
-- [ ] Your models origin is centered at the base of the mesh.
+- [ ] Your models origin is at the base of the mesh.
 - [ ] You have one Material named the same as your mesh.
 - [ ] 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.
 - [ ] You have cleared the UV, Material and Texture buffers of unused images, materials and textures.
@@ -228,8 +228,14 @@ Object Tab::
 *  In the `Properties` panel, navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
 .  With your mouse inside the `3d Viewport`, press kbd:[Num Pad 1] followed by kbd:[Numpad 5].
 .  kbd:[Tab] into `Edit Mode`.
-.  Select `menu:Object[Snap > Cursor to Center]`.
+.  Set the `3d Cursor` to the models origin.
 .  Select `menu:Add[Single Bone]`.
++
+[IMPORTANT]
+====
+The models origin and the `Root` bone origin must be at the same location.
+====
+
 . 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*.
 .  When satisfied with the scale, select the body of the bone to select the entire bone. 
 Bone Tab::