mitm001 8 лет назад
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5f8dc1fed3
1 измененных файлов с 14 добавлено и 10 удалено
  1. 14 10
      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 14 - 10
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -233,29 +233,31 @@ Object Tab::
 .  Select `menu:Add[Single Bone]`.
 .  Rename the bone to `Root`.
 . Scale the `Root` bone down or up as needed by selecting the `Tip` (ball at the narrowest part of the bone) and draging the `Z` arrow (blue arrow) of the manipulator up or down untill 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 `Root` bone to select the entire bone. 
 Bone Tab::
 *  In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox. 
-.  In the `3d Viewport`, select the armatures `Hip` bone, the lowest bone in the center of the armature.
+.  In the `3d Viewport`, select the body of the armatures `Hip` bone, the lowest bone in the center of the armature, to select the entire bone.
 .  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`.
-.  kbd:[Tab] out of `Edit Mode`.
+.  With the mouse inside the 3d Viewport, 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.
+*  In the `Properties` panel, navigate to the `Data` tab and make sure the `Mesh` has the same name as your model.
 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.
+*  In the `Properties` panel, navigate to the `Material` tab and make sure there is one `Material` in the `Material List` and it has same name 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. 
-*  Press the btn:[X] button next to the textures `*ID Name*` to delete it.
-*  Select your remaining texture.
+*  In the `Properties` panel, navigate to the `Texture` tab, you will note that your texture has duplicate names in the `Texture List`. 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 `*Texture List*` to highlight it. 
+*  While holding down the kbd:[Shift] key, press the btn:[X] button next to the `*Texture Data Block*` to delete it.
+*  Select your remaining texture in the `Texture List` to highlight it. You will note the `Texture Data Block` is now red due to no texture being assigned.
+*  Click on the btn:[Browse Texture to be linked] button next to the `Texture Data Block` and select your 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, kbd:[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 `Info` header, change the layout from `Animation` to `UV Editing`.
+.  With your mouse inside the `3d viewport` and the model still selected, kbd:[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.
+.  In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
 .  Rename this new layout `NLA Editing`.
 .  Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, 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.
@@ -279,7 +281,9 @@ More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-m
 ====
 
 
+== Appending Blender Animations 
 
+Follow the directions for <<jme3/advanced/mixamo#mixamo-animations#,Mixamo Animations>>, <<jme3/advanced/mixamol#mixamo-download#,Mixamo Downloads>>, <<jme3/advanced/mixamo#creating-blender-animations#,Creating Blender Animations>> and <<jme3/advanced/mixamo#clearing-the-linked-action-buffer#,Clearing The Linked Action Buffer>> for all your animations you wish to append to your rigged animation file.