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Update mixamo.adoc

mitm001 il y a 8 ans
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1 fichiers modifiés avec 24 ajouts et 22 suppressions
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      src/docs/asciidoc/jme3/advanced/mixamo.adoc

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src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -49,7 +49,7 @@ You clear Blender buffers as follows:
 
 .  Select the btn:[Browse] button located next to the material, texture or UV Image name to load the item to be cleared.
 .  While holding kbd:[Shift] 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]`.
+.  Save your file and then from the `Info` header select `menu:File[Open Recent > Your 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.
 ====
@@ -57,8 +57,8 @@ The exception to this rule is the `Linked Action` buffer for animations. To clea
 == Blender FBX Export
 
 
-.  In the 3d viewport select your model, it will be high-lighted in orange.
-.  In the `Info` header select `menu:File[Export > FBX]`.
+.  In the 3d viewport, select your model, it will be high-lighted in orange.
+.  In the `Info` header, select `menu:File[Export > FBX]`.
 .  Enter a file path to export to, usually the same directory as your `.blend` file for simplicity.
 .  Enter a file name.
 .  In the `Export FBX` panel, located in the bottom left of the export dialog: 
@@ -66,7 +66,7 @@ Main Tab::
 *  Toggle on the checkbox `Selected Objects`.
 *  Leave the `Scale` at 1 but click the button next to it to deselect btn:[Scale all data]. Failure to do so will destroy the scale of your model. If the button is selected, it will be dark in color.
 *  Leave the `Forward` and `Up` axis at the default of `-Z Forward` and `Y Up`.
-*  Under `Which kind of object to export` deselect everything but `Mesh`. 
+*  Under `Which kind of object to export`, deselect everything but `Mesh`. 
 Geometries Tab::
 *  Select `Apply Modifiers`.
 .  When you are done, click the btn:[Export FBX] button to export the file.
@@ -144,7 +144,7 @@ When downloading `*Characters*` from Mixamo:
 
 .  Select the model and then click the btn:[Queue Download] button.
 .  In the `Download Settings` dialog the `Format` is FBX and `Pose` is TPose.
-.  Click the btn:[Queue Download] to add the character to your `Downloads` folder on Mixamo.
+.  Click btn:[Queue Download] to add the character to your `Downloads` folder on Mixamo.
 .  In the `Downloads` folder, click the btn:[Queue Download] button under `Status`, rename the file and save it to your computer.  Preferably in the same directory as your blender file.
 
 
@@ -152,16 +152,18 @@ When downloading `*Characters*` from Mixamo:
 
 Download your TPose model using the instructions for downloading `*Characters*` given above. We will use it as our newly rigged model for Blender. To keep things organized we will create a `.blend` file for every animation and later use a separate `.blend` file to combine all animations into one jME3 compatible animation. The following steps apply to any animation you want to add in the future.
 
-.  In the `Info` header at the top of the program, select `menu:File[New > Reload Startup]`.
+.  In the `Info` header, at the top of the program, select `menu:File[New > Reload Startup]`.
 .  Select the default cube and delete it.
-.  In the `Properties` panel, located at the bottom right, select the `Scene` tab. In the `Units` panel change the `Units of measure` to `Meters` and `Length` to `Metric`. You must *always* have these settings when importing from or exporting to Mixamo.
+Scene Tab::
+*  In the `Properties` panel, located at the bottom right, select the `Scene` tab. 
+*  In the `Units` panel, change the `Units of measure` to `Meters` and `Length` to `Metric`. You must *always* have these settings when importing from or exporting to Mixamo.
 +
 [TIP]
 ====
 You should create and save a default startup file in Blender. `menu:File[Save Startup File]`. This way you will not have to constantly redo things. Setting your `Units of measure` is the least you should do. You can always restore the default startup file by selecting `menu:File[Load Factory Settings]` at any time.
 ====
 
-.  In the `Info` header select `menu:File[Import > FBX]`.
+.  In the `Info` header, select `menu:File[Import > FBX]`.
 .  Select the FBX file you downloaded earlier.
 .  In the `Import Fbx` panel located at the bottom left of the import dialog, leave all settings at their defaults.
 Main::
@@ -177,12 +179,12 @@ Armatures::
 .  When ready click btn:[Import FBX].
 .  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. +
+.  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.
 .  Click the btn:[|<<] button to reset timeline back to the first frame.  
-.  In the `Info` header change the `Default` screen layout to `Animation`.
-.  In the `Dope Sheet` editor, change the `Dope Sheet` mode/context to `Action Editor`. The `Linked Action` will now show the action name of the animation you imported. 
-.  In the 3d viewport, with the Armature still selected, select `menu:Object[Animation > Bake Action]`.
+.  In the `Info` header, change the `Default` screen layout to `Animation`.
+.  In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`. The `Linked Action` will now show the action name of the animation you imported. 
+.  In the 3d viewport, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
 .  In the `Bake Action` dialog, deselect and set the settings as follows:
 +
 - [ ] Selected Only
@@ -192,7 +194,7 @@ Armatures::
 - [ ] Overwrite Current
 -  Bake Data = Pose
 .  When ready click btn:[OK].
-.  The `Linked Action` in the `Dope Sheet` editor will change to the newly baked action and is named `Action`. Rename this to the name of the imported animation. In this instance it was TPose.
+.  The `Linked Action` in the `Dope Sheet Editor` will change to the newly baked action and is named `Action`. Rename this to the name of the imported animation. In this instance it was TPose.
 . Click the btn:[F] button to save the action.
 .  Save your file with the same name as the action.
 
@@ -208,10 +210,10 @@ Remember, our goal is to have a single `.blend` file that represents a single an
 .  Click the double down arrow button next to the action to push it into the stack.
 .  Click the `Star` next to the NLA Track name then Press kbd:[X] to delete the track.
 .  Save your file.
-.  From the `Info` header select `menu:File[Open Recent > Your Saved File]`.
+.  From the `Info` header, select `menu:File[Open Recent > Your Saved File]`.
 .  Save your file again.
-.  From the `Info` header select `menu:File[Open Recent > Your Saved File]` again.
-.  Change back to the `Dope Sheet` editor.
+.  From the `Info` header, select `menu:File[Open Recent > Your Saved File]` again.
+.  Change back to the `Dope Sheet Editor`.
 .  Click the btn:[Browse Action to be linked] button and you will see only the baked action remains and the buffer is now clear of unwanted actions. Select your action.
 .  Save your file one last time.
 
@@ -221,12 +223,12 @@ Remember, our goal is to have a single `.blend` file that represents a single an
 
 It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate rigged file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
 
-.  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.
+.  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.
 .  Select your `Armature`.
 Object Tab::
-*  In the `Properties` panel navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
+*  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].
-.  Tab into `Edit Mode`.
+.  kbd:[Tab] into `Edit Mode`.
 .  Select `menu:Object[Snap > Cursor to Center]`.
 .  Select `menu:Add[Single Bone]`.
 .  Rename the bone to `Root`.
@@ -237,7 +239,7 @@ Bone Tab::
 .  While holding kbd:[Shift] down, btn:[L Mse Btn] select the `Root` bone.
 .  Press kbd:[Ctrl] + kbd:[P].
 . In the `Make Parent` dialog choose `Keep Offset`.
-.  Tab out of `Edit Mode`.
+.  kbd:[Tab] out of `Edit Mode`.
 . Select your model.
 Data Tab::
 *  In the `Properties` panel, navigate to the `Data` tab and make sure the name is the same as you models name.
@@ -245,12 +247,12 @@ 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 use a model with duplicate named textures in JME3. Select the *second* texture in the `Textures Window` to highlight it. 
+*  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 use a model with duplicate named textures in JME3. Select the *second* texture in the `*Textures Window*` to highlight it. 
 *  Press the btn:[X] button next to the textures `*ID Name*` 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.
+.  With the model still selected, btn:[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.
 .  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.