mitm001 8 лет назад
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1 измененных файлов с 24 добавлено и 20 удалено
  1. 24 20
      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 24 - 20
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -20,7 +20,7 @@ With very little effort, you can use Adobes Mixamo to fully animate your Blender
 This guide requires:
 
 *  link:https://www.blender.org/download/[Blender version 2.78c] with its default settings.
-*  The Blender Ogre exporter 0.6.0, found <<jme3/advanced/ogrecompatibility#,here>>, enabled. 
+*  Blender Ogre exporter 0.6.0, found <<jme3/advanced/ogrecompatibility#,here>>, enabled. 
 *  Blender FBX file Importing and Exporting enabled.
 *  A Modest amount of Blender knowledge.
 *  A link:https://www.mixamo.com/[Mixamo]  account.
@@ -47,14 +47,14 @@ To properly animate your models there are a few rules you must follow.
 ====
 You clear Blender buffers as follows: 
 
-.  Select the `Browse` button located next to the material, texture or UV Image name to load the item to be cleared.
-.  While holding the kbd:[Shift] button down, click the btn:[X] button, also known as the btn:[Unlink datablock] button, located next to the loaded item. A item that is unlinked will show a `0` before it when viewed by selecting the `Browse` button and will not be saved if you exit Blender.
+.  Select the btn:[Browse] button located next to the material, texture or UV Image name to load the item to be cleared.
+.  While holding the kbd:[Shift] button down, click the btn:[X] button, also known as the btn:[Unlink datablock] button, located next to the loaded item. A item that is unlinked will show a `0` before it when viewed by selecting the btn:[Browse] button and will not be saved if you exit Blender.
 .  Save your file and then from the `Info` header select `menu:File[Open Recent > Saved File]`.
 
 The exception to this rule is the `Linked Action` buffer for animations. To clear this buffer see <<jme3/advanced/mixamo#clearing-the-linked-action-buffer#,Clearing The Linked Action Buffer>> in this tutorial.
 ====
 
-== Blender Export
+== Blender FBX Export
 
 
 .  In the 3d viewport select your model, it will be high-lighted in orange.
@@ -76,14 +76,18 @@ You can save these FBX export settings by clicking the btn:[+] button next to bt
 ====
 
 
-== Mixamo Import
+== Mixamo FBX Import
 
 
 .  Create an link:https://www.mixamo.com/[Mixamo] account and login.
 .  Navigate to your `My Assets` directory.
 .  Select `Upload`.
 .  Navigate to the file to be uploaded or drag and drop it onto the file uploader.
- 
+
+[NOTE]
+====
+Generally, if at any time during the import and rigging process the model does not appear within the time specified in the dialog that is showing, something has went wrong and you will have to restart the process over.
+====
 
 == Mixamo Auto-Rigger
 
@@ -100,12 +104,6 @@ Remember that the model is facing you so its right is on your left.
 
 .  Select the LOD you are after. This is based off how many bones you want the hand of the model to have. Feel free to cycle through the options to see what each one does.
 .  When you are through click the btn:[Next] button to rig your model.
-+
-[NOTE]
-====
-This may take some time and if the model does not appear within 2 minutes something has went wrong and you will have to restart the upload process over. This is trail blazing so keep that in mind. 
-====
-
 .  When the model appears, click through to the end.
 
 
@@ -178,7 +176,7 @@ Main::
 Armatures::
 -  Nothing checked
 .  When ready click btn:[Import FBX].
-.  After Blender imports the file, select the Armature then `menu:Object[Apply > Rotation]`, repeat the process for the model.
+.  After Blender imports the file, both the armature and model are selected, in this order, select `menu:Object[Apply > Rotation]`. Repeat this for the `Location` and `Scale`. Alternatively, select the armature and model individually and repeat the process.
 .  Select the Armature. 
 .  In the `Time Line` determine the Length of the animation by btn:[R Mse Btn] selecting the last keyframe in the timeline. +
  Set `End:` to this value.
@@ -205,7 +203,7 @@ Armatures::
 
 Remember, our goal is to have a single `.blend` file that represents a single animation. After baking we have the old action and the new baked action. You now have to clear the `Linked Action` buffer. Due to some quirks in Blender currently you must do so from the NLA editor.
 
-.  Click the `Action to be linked` button and select the original action you imported from Mixamo.
+.  Click the `Action to be linked` button and select the *first* action you imported from Mixamo.
 . Deselect the btn:[F] button to prevent it from saving.
 .  Change the editor type from `Dope Sheet` to `NLA Editor`. You will see the Mixamo animation listed.
 .  Click the double down arrow button next to the action to push it into the stack.
@@ -227,15 +225,21 @@ It's good practice to have a separate file for combining animations. Things can
 .  If you have closed the TPose.blend file open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
 .  With the Armature selected, in the `Properties` panel navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
 . Select your model.
-.  In the `Properties` panel, navigate to the `Mesh` tab and make sure the name is the same as you models name.
-.  In the `Properties` panel, navigate to the `Material` tab and verify there is one material and it's named the same as your model.
-.  In the `Properties` panel, navigate to the `Texture` tab, in the `Image` panel, click the small btn:[Small Box] button located next to your textures path to pack the image file.
+Data Tab::
+*  In the `Properties` panel, navigate to the `Data` tab and make sure the name is the same as you models name.
+Material Tab::
+*  In the `Properties` panel, navigate to the `Material` tab and verify there is one material and it's named the same as your model.
+*  Deselect `Transparency`.
+Texture Tab::
+*  In the `Properties` panel, navigate to the `Texture` tab, you will note that your texture has duplicate names. The bottom texture is actually a transparent texture and appears to be a bug. You cannot import duplicate named textures into JME3. Select the second texture and press the btn:[X] button to delete it.
+*  Select your remaining texture.
+*  In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
 .  In the `Info` header change the layout from `Animation` to `UV Editing`.
 .  With the model still selected, tab into edit mode. If your model is not completely orange press kbd:[A] untill all vertice are selected. You will see your UV Mapped mesh appear in the UV Image editor window.
-.  Click the btn:[Browse Image to be linked] button and select your UV image.
+.  In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
 .  kbd:[Tab] out of `Edit Mode`.
 .  In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
-.  Rename it to `NLA Editing`.
+.  Rename this new layout `NLA Editing`.
 .  Click the `Current Editor Type` button located at the bottom left (small box) and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
 .  Click the double down arrows to push the action down into the stack.
 .  Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
@@ -244,7 +248,7 @@ It's good practice to have a separate file for combining animations. Things can
 Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
 
 .  In the `Info` header change the layout from `NLA Editing` to `Default`.
-.  kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted.
+.  kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
 .  From the `Info` header select `menu:File[Export > Ogre3d]`. 
 . Selectect a destination directory in your games `Assetts` folder, usually the `Textures` folder, and when your happy with your export settings click btn:[Export Ogre]. More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-models-and-scenes#,creating models and scenes>>.