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src/docs/asciidoc/jme3/external/blender-example.adoc

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-= Warg - from cube to animated and textured game model Example
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
-
-
-[IMPORTANT]
-====
-to make this example you need to know basic of modeling like extending faces / merge vertexes / (move vertex / edge / face) / etc.
-====
-
-
-
-== Preview
-
-image:jme3/external/preview.jpg[preview.jpg,width="",height=""]
-
-
-== Step 1 - Prepare
-
-- Open Blender with new Scene
-- Add a simple Cube. To make it press shift-a and select Cube
-
-image:jme3/external/2.jpg[2.jpg,width="",height=""]
-
-- “t” key open tool window. let’s open it and set x-mirror ON
-
-image:jme3/external/4.jpg[4.jpg,width="",height=""]
-
-- Subdivide this cube to get more faces
-* this can be also done via modifiers → subdivision surface (it will be later)
-
-image:jme3/external/5.jpg[5.jpg,width="",height=""]
-
-- “n” key open second toolbar with useable options. let's load an example image to help us build Warg.
-I found a nice warg image on devian art.
-
-image:jme3/external/example.jpg[example.jpg,width="",height=""]
-
-- make simple Warg Shape like on images
-
-image:jme3/external/6.jpg[6.jpg,width="",height=""]
-image:jme3/external/7.jpg[7.jpg,width="",height=""]
-image:jme3/external/9.jpg[9.jpg,width="",height=""]
-
-
-== Step 2 - Modeling
-
-- in tool window(“t”) is a smooth tool that can help model the warg.
-
-image:jme3/external/10.jpg[10.jpg,width="",height=""]
-
-- to easly add edge loop use “loop cut and slide” tool that work that way:
-
-image:jme3/external/12.jpg[12.jpg,width="",height=""]
-image:jme3/external/13.jpg[13.jpg,width="",height=""]
-
-- Go to modifiers and add Mirror surface
-
-image:jme3/external/14.jpg[14.jpg,width="",height=""]
-
-- add some details like eyes / etc.
-
-
-[IMPORTANT]
-====
-need to know how to use extend faces(key “e) and merge extended face.
-====
-
-
-image:jme3/external/15.jpg[15.jpg,width="",height=""]
-image:jme3/external/16.jpg[16.jpg,width="",height=""]
-
-- to use smooth shading just set it in tool window.
-
-image:jme3/external/17.jpg[17.jpg,width="",height=""]
-
-- Apply modifier. just press “Apply” button in Mirror modifier.
-- Remove doubles (it removes vertexes that are too close each other).
-
-image:jme3/external/18.jpg[18.jpg,width="",height=""]
-
-
-== Step 2 - Armature
-
-- Shift-a and add armature in Object Mode.
-
-
-[NOTE]
-====
-shift-a to add a bone in Edit Mode
-====
-
-image:jme3/external/19.jpg[19.jpg,width="",height=""]
-
-[NOTE]
-====
-tail should be done in other way. Start to build skeleton from start of the tail (not end)
-====
-
-image:jme3/external/21.jpg[21.jpg,width="",height=""]
-
-- Show names and change armature view (if you like)
-
-image:jme3/external/22.jpg[22.jpg,width="",height=""]
-
-- set Names for bones (via properties window or “n” option window)
-
-image:jme3/external/23.jpg[23.jpg,width="",height=""]
-
-- Select left side bones only, press shift-d to copy them, and make mirror.
-Remember to have cursor in 0,0,0 and have settings like on image (if not then you will need just to move copied bones manually)
-
-image:jme3/external/25.jpg[25.jpg,width="",height=""]
-
-- Press “w” and select “flip names”
-
-image:jme3/external/26.jpg[26.jpg,width="",height=""]
-image:jme3/external/27.jpg[27.jpg,width="",height=""]
-
-- In Object Mode:
-* Select Model
-* With SHIFT select armature
-* Press “p” and select “with automatic weights”
-
-image:jme3/external/28.jpg[28.jpg,width="",height=""]
-
-- Try move a leg in Pose Mode
-
-[NOTE]
-====
-Pose Mode work like Edit mode, use “r to rotate a bone. using “x/“y/“z after “g/“r/“s will also work here like everything else.
-====
-
-image:jme3/external/29.jpg[29.jpg,width="",height=""]
-
-- Go to Animation View
-
-image:jme3/external/30.jpg[30.jpg,width="",height=""]
-
-- Add a new action
-
-image:jme3/external/31.jpg[31.jpg,width="",height=""]
-
-- Select all bones in Pose Mode and apply location / rottion / scale.
-To do it press “i” and select it like on image:
-
-image:jme3/external/32.jpg[32.jpg,width="",height=""]
-
-
-[TIP]
-====
-alt-r / alt-g / alt-s – clear rotation / location / scale
-====
-
-- there is possibility to copy poses
-
-image:jme3/external/33.jpg[33.jpg,width="",height=""]
-
-- and also to copy them in mirrored pose
-
-image:jme3/external/35.jpg[35.jpg,width="",height=""]
-
-- in action editor you can easly remove / move / scale frames
-
-image:jme3/external/34.jpg[34.jpg,width="",height=""]
-
-- If animation work not linear (and you don't like it), then you can change it in Curve editor window
-
-image:jme3/external/36.jpg[36.jpg,width="",height=""]
-
-- Thats all for Animations, for more just Read JME wiki / documentation.
-
-
-== Step 2 - Texturing
-
-- Move armature to second layer.
-press “m” to make it.
-
-image:jme3/external/37.jpg[37.jpg,width="",height=""]
-
-- In edit mode, need to mark seam on Edges to prepare model for texturing.
-press ctrl-e to make it.
-
-image:jme3/external/38.jpg[38.jpg,width="",height=""]
-
-- do it similar to this (or you can make it better):
-
-image:jme3/external/40.jpg[40.jpg,width="",height=""]
-image:jme3/external/41.jpg[41.jpg,width="",height=""]
-image:jme3/external/43.jpg[43.jpg,width="",height=""]
-
-- Press “u” and select first option “unwrap”
-- In UV window you can minimize stretch
-(minimize stretch change with mouse wheele).
-
-image:jme3/external/44.jpg[44.jpg,width="",height=""]
-
-- make a 2 geometries for model:
-* body (contains faces for body)
-* eyes (containes faces for eyes)
-
-image:jme3/external/45.jpg[45.jpg,width="",height=""]
-
-image:jme3/external/48.jpg[48.jpg,width="",height=""]
-
-- for eyes you can use “Sphere projection for unwrap”
-
-image:jme3/external/49.jpg[49.jpg,width="",height=""]
-
-- Select texture image
-
-image:jme3/external/50.jpg[50.jpg,width="",height=""]
-
-- under “n” option window, set like on image to see texture.
-(ViewPort need to be set as solid, ViewPort is near Object/Edit select)
-
-image:jme3/external/52.jpg[52.jpg,width="",height=""]
-
-- Just make texture of model (using Texture Mode – where Object / edit mode is)
-
-
-[NOTE]
-====
-under “t tools you can change color / size / etc of brush
-====
-
-
-image:jme3/external/55.jpg[55.jpg,width="",height=""]
-
-- Using 2d tool like Gimp / Photoshop, use filter/modifier to get nice looking skin
-
-image:jme3/external/56.jpg[56.jpg,width="",height=""]
-
-- Now only need to export via Ogre Mesh or just via Blend file (using SDK).
-
-- For eyes and body, use separated j3m files, then set them in SceneComposer.
-
-
-[IMPORTANT]
-====
-also don’t forget about NLA editor and set off envelopes to make animations work!
-====
-
-
-here are docs:
-
-<<jme3/external/blender#,jme3:external:blender>>
-
-- Done!

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src/docs/asciidoc/jme3/external/blender.adoc

@@ -435,6 +435,5 @@ This example uses a strange normalScale, this is to flip the image on the X-axis
 
 == Further reading
 
-*  <<jme3/external/blender-example#,Warg - from cube to animated and textured game model Example>>
 *  <<jme3/advanced/sky#,How to add a Sky to your Scene>>
 *  link:http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313[http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313]