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@@ -193,18 +193,6 @@ Armatures::
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. 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.
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. Rename this to the name of the imported animation. In this instance it was TPose.
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* If the btn:[F] button is not selected, i.e. dark, select it to save the action.
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-//. In the `3d Viewport`, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
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-//. In the `Bake Action` dialog, deselect and set the settings as follows:
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-//+
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-//- [ ] Selected Only
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-//- [x] Visual Keying
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-//- [x] Clear Constraints
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-//- [ ] Clear Parents
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-//- [ ] Overwrite Current
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-//- Bake Data = Pose
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-//. When ready click btn:[OK].
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-//. 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.
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-//. Select the btn:[F] button to save the action.
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. Save your file with the same name as the action.
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[NOTE]
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@@ -212,10 +200,6 @@ Armatures::
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Mixamo sets the rotation mode of bones to `Quaternion` as is appropriate for preventing link:https://en.wikipedia.org/wiki/Gimbal_lock[`Gimbal Lock`]. Keep this in mind if you decide to modify your animation. Blender defaults to `XYZ Euler` so you will need to change this setting prior to inserting new keyframes.
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====
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-//== Clearing The Linked Action Buffer
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-
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-//Remember, our goal is to have a single `.blend` file that represents a single animation. After baking, we have the old action and the new baked action. You now want to clear the old action from the `Linked Action` buffer. Due to some quirks in Blender currently you must do so from the NLA editor. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
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-
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== Creating The Rigged Animation File
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@@ -361,5 +345,34 @@ image::jme3/advanced/MixamoNLA.png[MixamoNLA.png,width="",height=""]
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== Notes
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+* Eventually, you may need to edit or bake the actions of your animation file. This work should be done in a copy of the animation `.blend` file you created in <<jme3/advanced/mixamo.html#creating-blender-animations,Creating Blender Animations>>, then appending that file to your `Rigged` file, or working directly with the actions in the `Rigged` file. This way you won't have to go through the process of creating the blender animation file again if you FUBAR something.
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+
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+* In some situations, it's best to bake an action to the armature. Here are a couple of quotes on the subject.
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+"You bake simulations such as fluid, smoke, cloth, particles and rigid bodies. These take a long time to calculate and if you don't bake them running your animation will be very slow in 3d view every time."
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+-- Relja Trajković, Answer to: Why do I have to "`bake`" animations I have made in Blender? Isn't setting keyframes good enough?
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+
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+"Baking can also mean precalculating physics simulations such as Cloth or Rigid Body. For this Blender saves them to a file, which then loads when rendering or playing back the animation so that the physics don't have to be recalculated every time."
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+-- Hugo Sales, Answer to: What does "`Baking`" mean?
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+
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+How to bake actions::
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+. In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`.
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+. Navigate to the `Action` you wish to bake by clicking on the btn:[Browse action to be linked] button.
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+. In the `3d Viewport`, with the armature selected, select `menu:Object[Animation > Bake Action]`.
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+. In the `Bake Action` dialog, deselect and set the settings as follows:
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++
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+- [ ] Selected Only
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+- [x] Visual Keying//- [x] Clear Constraints
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+- [ ] Clear Parents
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+- [ ] Overwrite Current
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+- Bake Data = Pose
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+. When ready click btn:[OK].
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+. The `Linked Action` in the `Dope Sheet Editor` will change to the newly baked action and is named `Action`. Rename this as is appropriate.
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+. Select the btn:[F] button to save the action.
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+
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+//-
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+
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+* You may from time to time want to clear an action from the `Linked Action` buffer. Due to some quirks in Blender currently, it's best to do so from the NLA editor. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
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* You can see a similar video demonstration of the process in <<jme3#animations-and-scenes#,Animations And Scenes>> under the CadNav → Mixamo → JME Workflow heading.
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* See <<jme3/beginner/hello_animation#,Hello Animation>> and <<jme3/advanced/animation#,Animation in JME3>> to learn how to use your model.
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