Selaa lähdekoodia

Fixed spelling and punctuation errors.

mitm 7 vuotta sitten
vanhempi
commit
4099eb4cf2
1 muutettua tiedostoa jossa 45 lisäystä ja 32 poistoa
  1. 45 32
      src/docs/asciidoc/jme3/external/blender.adoc

+ 45 - 32
src/docs/asciidoc/jme3/external/blender.adoc

@@ -8,7 +8,7 @@
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
-This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
+This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore, it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
 
 
 == Asset Management
@@ -18,7 +18,7 @@ For the managing of assets in general, be sure to read the <<jme3/intermediate/m
 
 == Creating Models
 
-Game-compatible models are models that basically only consist of a mesh and UV-mapped textures, in some cases animations. All other material parameters or effects (like particles etc.) can not be expected to be transferred properly and probably would not translate to live rendering very well anyway.
+Game-compatible models are models that basically only consist of a mesh and UV-mapped textures, in some cases animations. All other material parameters or effects (like particles, etc.) cannot be expected to be transferred properly and probably would not translate to live rendering very well anyway.
 
 
 === UV Mapped Textures
@@ -30,7 +30,7 @@ image::jme3/external/blender-material-3.png[blender-material-3.png,width="",heig
 image::jme3/external/blender-material-2.png[blender-material-2.png,width="",height=""]
 image::jme3/external/blender-material-1.png[blender-material-1.png,width="",height=""]
 
-Its important to note that each used texture will create one separate geometry. So its best to either combine the UV maps or use a premade atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
+It's important to note that each used texture will create one separate geometry. So it's best to either combine the UV maps or use a pre-made atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
 
 
 === Animations
@@ -53,7 +53,7 @@ image::jme3/external/blender-add-bone.png[blender-add-bone.png,width="",height="
 ..  Select the bone and go to edit mode (press kbd:[Tab]).
 ..  Select the root bone end and press kbd:[E] to extrude the bone, then start rigging your model this way.
 +
-IMPORTANT: Make sure your armatures location, rotation and scale is applied (see "`Model Checklist`" below) before continuing.
+IMPORTANT: Make sure your armature's location, rotation and scale is applied (see "`Model Checklist`" below) before continuing.
 
 .  Make the armature the parent of the model.
 ..  Make sure you are back in object mode (press kbd:[Tab] again).
@@ -75,46 +75,57 @@ Voila, your model should move when you move the bones in pose mode.
 image::jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
 
 .  Add an action by pressing the btn:[+] button.
-.  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe.
+.  Set the "`Rotation Mode`" of the bone to `Quaternion` or switch later from your "`Rotation Mode`" to `Quaternion` and make a `Keyframe`.
 +
 image::jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
-.  Create the keyframes (select the model armature and press kbd:[I]) along the timeline.
+.  Create the ``Keyframe``s (select the model armature and press kbd:[I]) along the timeline.
 +
 --
 image::jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
 
 Each action will be an animation available via the animation control in jME after the import.
 
-IMPORTANT: Press the btn:[F] button next to the action so it will be saved even if theres no references. The animation would else be deleted if its not the active animation on the armature and the file is saved.
+IMPORTANT: Press the btn:[F] button next to the action so it will be saved even if there's no references. The animation would else be deleted if its not the active animation on the armature and the file is saved.
 --
 
 
 == Model Checklist
 
-Sometimes you do not create the model yourself and often times models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
+Sometimes you do not create the model yourself and often models from the web are not really made for OpenGL live rendering or not completely compatible with the bone system in jME.
 
 To export an animated model in Blender make sure the following conditions are met:
 
-*  The animation has to be a *bone animation*.
-*  Apply Location, Rotation and Scale to the mesh in Blender: In the `3D Viewport` in Blender, select the mesh in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
-**  image:jme3/external/blender_apply_mesh.png[blender_apply_mesh.png,width="300",height=""]
+TIP: This checklist is interactive for your convenience.
 
-*  Apply Location, Rotation and Scale to the armature in Blender: In the `3D Viewport` in Blender, select the armature in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
-**  image:jme3/external/blender_apply_bones.png[blender_apply_bones.png,width="300",height=""]
+[%interactive]
+* [ ] The animation has to be a *bone animation*.
+* [ ] Apply Location, Rotation and Scale to the mesh in Blender: In the `3D Viewport` in Blender, select the mesh in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
++
+image::jme3/external/blender_apply_mesh.png[blender_apply_mesh.png,width="300",height=""]
 
-*  Set the mesh’s origin point in the bottom of the mesh (see the image below).
-*  Set the armature’s origin point in the bottom of the armature (see the image below).
-*  Armature’s origin point and mesh’s origin point must be in the same location(see the image below).
-*  Use a root bone located in the armature’s origin. This root bone must be in vertical position (see the image below) and it is the root bone of the armature. If you rotate the root bone, the the entire armature might be rotate when you import the model into jMonkey (I’m just mentioning the result, I don’t know where is the problem (jMonkey importer or blender’s ogre exporter plugin)).
-*  Uncheck "`Bone Envelopes`" checkbox on the Armature modifier for the mesh (see the image below).
-**  image:jme3/external/blender_envelopes.png[blender_envelopes.png,width="300",height=""]
+* [ ] Apply Location, Rotation and Scale to the armature in Blender: In the `3D Viewport` in Blender, select the armature in `Object Mode`, from the `3D View Editor` header, click `menu:Object[Apply > Location / Rotation / Scale]`.
++
+image::jme3/external/blender_apply_bones.png[blender_apply_bones.png,width="300",height=""]
+
+* [ ] Set the mesh’s origin point in the bottom of the mesh (see the image below).
+* [ ] Set the armature’s origin point in the bottom of the armature (see the image below).
+* [ ] Armature’s origin point and mesh’s origin point must be in the same location (see the image below).
+* [ ] Use a root bone located in the armature’s origin. This root bone must be in vertical position (see the image below) and it is the root bone of the armature. If you rotate the root bone, the entire armature might be rotated when you import the model into jMonkey.
+* [ ] Uncheck:
+** [ ] Bone Envelopes
++
+--
+on the Armature modifier for the mesh (see the image below).
 
-*  Under the armature data tab, make sure the bone type is `Octahedral` (see image below).
+image::jme3/external/blender_envelopes.png[blender_envelopes.png,width="300",height=""]
+--
+* [ ] Under the armature data tab, make sure the bone type is `Octahedral` (see image below).
 //*  Uncheck "`Envelopes`" checkbox on the armature (see the image below).
-**  image:jme3/external/blender_rootbone2.png[blender_rootbone2.png,width="",height=""]
++
+image::jme3/external/blender_rootbone2.png[blender_rootbone2.png,width="",height=""]
 
 
-You can use SkeletonDebugger to show the skeleton on your game in order to check if the mesh and the skeleton are loaded correctly:
+You can use `SkeletonDebugger` to show the skeleton on your game in order to check if the mesh and the skeleton are loaded correctly:
 
 [source,java]
 ----
@@ -140,7 +151,7 @@ skeletonDebug.setMaterial(mat);
 soldier2Node.attachChild(skeletonDebug);
 ----
 
-*  image:jme3/external/blender_finished.png[blender_finished.png,width="500",height=""]
+image::jme3/external/blender_finished.png[blender_finished.png,width="500",height=""]
 
 Also check out these videos and resources:
 
@@ -151,13 +162,13 @@ Also check out these videos and resources:
 
 === NormalMap baking
 
-Models for live rendering should have a low polygon count. To increase the perceived detail of a model normal maps are commonly used in games. This tutorial will show how to create a normalmap from a highpoly version of your model that you can apply to a lowpoly version of the model in your game.
+Models for live rendering should have a low polygon count. To increase the perceived detail of a model normal maps are commonly used in games. This tutorial will show how to create a `Normal` map from a "`Highpoly`" version of your model that you can apply to a "`Lowpoly`" version of the model in your game.
 
 
-== Blender modeling lowPoly & highPoly
+== Blender Modeling LowPoly & HighPoly
 
 .Method one
-If you use the multiresolution modifier you only need one object. Lets look at this example, the Blender object Monkey, with an applied "`Triangulate`" modifier:
+If you use the `Multiresolution` modifier you only need one object. Let's look at this example, the Blender object Monkey, with an applied `Triangulate` modifier:
 
 image::jme3/external/monkey.png[monkey.png,width="50%",height=""]
 
@@ -173,11 +184,11 @@ There are two types of modifiers: Catmull-Clark and Simple.
 *  Simple is better for things like walls or floors.
 *  Catmull-Clark is better for objects like spheres.
 
-When using Catmull-Clark with a higher "`subdivide`" value (more than 3), its good to have the "`preview`" value above 0 and less than the subdivide level. This is because Catmull-Clark smoothes the vertices, so the normalMap is not so precise.
+When using Catmull-Clark with a higher "`subdivide`" value (more than 3), it's good to have the "`Preview`" value above 0 and less than the subdivide level. This is because Catmull-Clark smooths the vertices, so the `Normal` map is not so precise.
 
 Regardless of the choice, the larger the difference is between "`Render`" and "`Preview`", the deeper the detail is on the normal map.
 
-*  Here is an example of `Prewiew 1`, it's more smooth than the original mesh:
+*  Here is an example of `Preview 1`, it's more smooth than the original mesh:
 
 image::jme3/external/monkeyprev1.png[monkkeyprev1.png,width="50%",height=""]
 --
@@ -189,19 +200,21 @@ image::jme3/external/monkeyprev1.png[monkkeyprev1.png,width="50%",height=""]
 ..  Click btn:[OK] when ready.
 .  In the `UV Image Editor`, click the btn:[New]  button.
 ..  Change the name to something like "`monkey_bump`".
-..  Optionaly, change the `Genrated Type` to "`UV Grid`".
+..  Optionally, change the `Generated Type` to "`UV Grid`".
 ..  Click btn:[OK] when ready.
 .  From the `File` header at the top of the `UV Image Editor`, click the btn:[Choose Screen layout] button and select "`Default`".
 .  With your mouse inside the `3D View`, tab into `Object Mode`.
-.  Now go into the Render Tab, and bake a normalMap using the same configuration as here:
+.  Now go into the Render Tab, and bake a `Normal` map using the same configuration as here:
 +
+--
 image::jme3/external/4.gif[4.gif,width="300",height=""]
-+
+
 IMPORTANT: Remember! The actual preview affects the baking output and mesh export!
+--
 
 .  Navigate back to the `UV Image Editing` layout and save your image by selecting `menu:Image*[Save As]` from the `UV Image Editor` header.
 
-TIP: The asterick kbd:[*] next to the `Image` menu item means the image is has not yet been saved.
+TIP: The asterisk kbd:[*] next to the `Image` menu item means the image has not yet been saved.
 
 image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]