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@@ -233,29 +233,31 @@ Object Tab::
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. Select `menu:Add[Single Bone]`.
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. Select `menu:Add[Single Bone]`.
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. Rename the bone to `Root`.
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. Rename the bone to `Root`.
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. 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*.
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. 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*.
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+. When satisfied with the scale, select the body of the `Root` bone to select the entire bone.
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Bone Tab::
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Bone Tab::
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* In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox.
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* In the `Properties` panel, navigate to the `Bone` tab. Deselect the `Deform` panel checkbox.
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-. In the `3d Viewport`, select the armatures `Hip` bone, the lowest bone in the center of the armature.
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+. 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.
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. While holding kbd:[Shift] down, btn:[L Mse Btn] select the `Root` bone.
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. While holding kbd:[Shift] down, btn:[L Mse Btn] select the `Root` bone.
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. Press kbd:[Ctrl] + kbd:[P].
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. Press kbd:[Ctrl] + kbd:[P].
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. In the `Make Parent` dialog choose `Keep Offset`.
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. In the `Make Parent` dialog choose `Keep Offset`.
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-. kbd:[Tab] out of `Edit Mode`.
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+. With the mouse inside the 3d Viewport, kbd:[Tab] out of `Edit Mode`.
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. Select your model.
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. Select your model.
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Data Tab::
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Data Tab::
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-* In the `Properties` panel, navigate to the `Data` tab and make sure the name is the same as you models name.
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+* In the `Properties` panel, navigate to the `Data` tab and make sure the `Mesh` has the same name as your model.
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Material Tab::
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Material Tab::
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-* In the `Properties` panel, navigate to the `Material` tab and verify there is one material and it's named the same as your model.
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+* 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.
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* Deselect `Transparency`.
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* Deselect `Transparency`.
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Texture Tab::
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Texture Tab::
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-* 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.
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-* Press the btn:[X] button next to the textures `*ID Name*` to delete it.
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-* Select your remaining texture.
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+* 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.
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+* While holding down the kbd:[Shift] key, press the btn:[X] button next to the `*Texture Data Block*` to delete it.
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+* 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.
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+* Click on the btn:[Browse Texture to be linked] button next to the `Texture Data Block` and select your texture.
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* In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
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* In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
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-. In the `Info` header change the layout from `Animation` to `UV Editing`.
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-. 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.
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+. In the `Info` header, change the layout from `Animation` to `UV Editing`.
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+. 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.
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. In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
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. In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
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. kbd:[Tab] out of `Edit Mode`.
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. kbd:[Tab] out of `Edit Mode`.
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-. In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
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+. In the `Info` header, change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
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. Rename this new layout `NLA Editing`.
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. Rename this new layout `NLA Editing`.
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. 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.
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. 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.
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. Click the double down arrows to push the action down into the stack.
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. Click the double down arrows to push the action down into the stack.
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@@ -279,7 +281,9 @@ More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-m
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====
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====
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+== Appending Blender Animations
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+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.
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