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Removed reference to using or converting blend files.

mitm il y a 5 ans
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commit
65e0b339ea

+ 1 - 1
src/docs/asciidoc/jme3/external/blender.adoc

@@ -325,7 +325,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
 
 == Importing the model in the SDK and creating the appropriate material
 
-Once this is done, export your model with one of the supported <</jme3/intermediate/file_types#supported-external-file-types,3d model types>> and convert it into a `.j3o` with the SDK, or the JME link:https://javadoc.jmonkeyengine.org/v3.3.0-beta1/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
+Once this is done, export your model with one of the supported <</jme3/intermediate/file_types#supported-external-file-types,3D model types>> and convert it into a `.j3o` with the SDK, or the JME link:https://javadoc.jmonkeyengine.org/v3.3.0-beta1/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
 
 *  Create material for it using the lighting definition.
 *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.

+ 10 - 10
src/docs/asciidoc/jme3/intermediate/multi-media_asset_pipeline.adoc

@@ -11,7 +11,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).
 
 *  You create textures in a graphic editor, for example link:http://gimp.org[Gimp], and export them as PNG or JPG.
-*  You <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in Ogre Mesh XML or Wavefront OBJ format.
+*  You <<jme3/external/blender#,create models>> in a 3D mesh editor, for example link:http://blender.org[Blender], and export them in GLTF, Wavefront OBJ, or any supported <<jme3/intermediate/file_types#supported-external-file-types,3D Model Type>>.
 *  You create sounds in an audio editor, for example link:http://audacity.sourceforge.net[Audacity], and export them as WAVE or OGG.
 
 == Asset Pipeline
@@ -37,10 +37,10 @@ a| Use UV texture / texture atlases / baking for each texture map.
 a| Don't create models based on multiple separate textures, it will break the model into separate meshes.
 
 a| Convert original models to JME3's .j3o format. Move .j3o files into `assets/Models`.
-a|Don't reference original Blender/Ogre/OBJ files in your load() code, because these unoptimized files are not automatically packaged into the final JAR.
+a| Don't reference original GLTF/OBJ files in your load() code, because these unoptimized files are not automatically packaged into the final JAR when using the SDK.
 
-a|Agree on naming schemes and folder schemes with your artists early on to avoid confusion. E.g. keep naming schemes for bones and certain model parts. Try to keep your assets folder clean, its like your codes class structure.
-a|Don't mindlessly import downloaded models and other assets into your project without keeping a structure and knowing the files work. You can reimport, delete junk.
+a| Agree on naming schemes and folder schemes with your artists early on to avoid confusion. E.g. keep naming schemes for bones and certain model parts. Try to keep your assets folder clean, its like your codes class structure.
+a| Don't mindlessly import downloaded models and other assets into your project without keeping a structure and knowing the files work. You can reimport, delete junk.
 
 |===
 
@@ -57,7 +57,7 @@ Store your assets in subfolders of your project's `assets` directory. The `asset
 jMonkeyProjects/MyGame/assets/Interface/ # .font, .jpg, .png, .xml
 jMonkeyProjects/MyGame/assets/MatDefs/   # .j3md
 jMonkeyProjects/MyGame/assets/Materials/ # .j3m
-jMonkeyProjects/MyGame/assets/Models/    # .blend, .j3o
+jMonkeyProjects/MyGame/assets/Models/    # .j3o
 jMonkeyProjects/MyGame/assets/Scenes/    # .j3o
 jMonkeyProjects/MyGame/assets/Shaders/   # .j3f, .vert, .frag
 jMonkeyProjects/MyGame/assets/Sounds/    # .ogg, .wav
@@ -124,7 +124,7 @@ Every material feature not listed in the <<jme3/advanced/materials_overview#,Mat
 ..  Unwrap the model in the 3D editor and generate a *UV texture* (i.e. one texture file that contains all the pieces of one model from different angles). +
 Don't use multiple separate texture files with one model, it will break the model into several meshes.
 
-.  Export the model mesh in one of the following formats: *.blend, Wavefront .OBJ/.MTL, Ogre .mesh/.material/.scene*.
+.  Export the model mesh in one of the supported <<jme3/intermediate/file_types#,3D model types>>.
 ..  *Bake* each texture into one file when exporting. Create a Texture Atlas.
 ..  *Save exported models to subfolders of the `assets/Textures` (sic) directory, so they are together with their textures*!
 
@@ -142,10 +142,10 @@ See also: link:http://www.gamasutra.com/view/feature/2530/practical_texture_atla
 
 == Convert 3D Models to .j3o Format
 
-Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK to do the conversion.
+Convert all models and scenes to jME3's binary .j3o format to load() them. You use the jMonkeyEngine SDK or JME link:https://javadoc.jmonkeyengine.org/v3.3.0-beta1/com/jme3/export/binary/BinaryExporter.html[BinaryExporter] .
 
 .  Confirm that you exported the model into the `assets/Textures` directory (or subdirectories) together with all its textures.
-.  In the SDK, right-click the model and choose “Convert to j3o Binary. +
+.  In the SDK, right-click the model and choose "`Convert to j3o Binary`". +
 The paths in the j3o now reference files with an absolute `assets/Textures/…` path.
 .  Now, move the .j3o into the corresponding `assets/Models/` or `assets/Scenes/` directory.
 .  Use the AssetManager to load() the .j3o files.
@@ -162,12 +162,12 @@ The .j3o file format is an optimized format to store parts of a jME3 scene graph
 *  .j3o files work seamlessly across platforms and can also be automatically adapted for certain platforms on distribution.
 *  (Optional) You can store the model's physical properties, materials, lights, particle emitters, and audio nodes, in the .j3o file. +
 Use Java commands, or use the <<sdk/scene_composer#,jMonkeyEngine SDK SceneComposer>> as a user-friendly interface to add these properties.
-*  The default Ant build script copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.
+*  The default Ant build script of the SDK copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.
 
 
 [IMPORTANT]
 ====
-Important: Unoptimized external model files (.mesh.xml, .material, .obj, .mat, .blend, etc) are not bundled by the default build script into the final game builds in the `dist` directory! If you or your customers try to run games containing code that loads non-.j3o models, you get a AssetNotFoundException *Runtime Error* (resource not found). Your final application code should only reference .j3o files. – Note that your developers will not get this runtime error when running development builds straight from the SDK.
+Important: Unoptimized external model files (.mesh.xml, .material, .obj, .mat, .gltf, etc) are not bundled by the default SDK build script into the final game builds in the `dist` directory! If you or your customers try to run games containing code that loads non-.j3o models, you get a AssetNotFoundException *Runtime Error* (resource not found). Your final application code should only reference .j3o files. – Note that your developers will not get this runtime error when running development builds straight from the SDK.
 ====