mitm001 пре 8 година
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1 измењених фајлова са 26 додато и 2 уклоњено
  1. 26 2
      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 26 - 2
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -133,7 +133,7 @@ Main::
 Armatures::
 Armatures::
 -  Nothing checked
 -  Nothing checked
 .  When ready click btn:[Import FBX].
 .  When ready click btn:[Import FBX].
-.  After Blender imports the file, select the Armature then `menu:Object[Apply > Scale]`, repeat the process for the model.
+.  After Blender imports the file, select the Armature then `menu:Object[Apply > Rotation]`, repeat the process for the model.
 .  Select the Armature. 
 .  Select the Armature. 
 .  In the `Time Line` determine the Length of the animation by btn:[R Mse Btn] selecting the last keyframe in the timeline. +
 .  In the `Time Line` determine the Length of the animation by btn:[R Mse Btn] selecting the last keyframe in the timeline. +
  Set `End:` to this value.
  Set `End:` to this value.
@@ -179,7 +179,31 @@ Remember, our goal is to have a single `.blend` file that represents a single an
 
 
 It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
 It's good practice to have a separate file for combining animations. Things can go wrong, animations may change, and you dont want to destroy your original model file by accident so it's always best to keep things separate. Our plan of attack is we create a .blend file for every animation and then use this separate file to combine them into one. To keep it simple we will use a copy of the first animation we downloaded.
 
 
-
+.  If you have closed the TPose.blend file open it. In the `Info` header select `menu:File[Save As]` and save the file using the models name with the word `Rigged` added. This will be the only file we add animations to, for this model, from now on. It has our default TPose action which will allow us to start our animation track for `Ogre` animation exporting.
+.  With the Armature selected, in the `Properties` panel navigate to the `Object` tab. In the `Display` panel toggle `X-Ray` on.
+. Select your model.
+.  In the `Properties` panel, navigate to the `Mesh` tab and make sure the name is the same as you models name.
+.  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 `Texture` tab, in the `Image` panel, click the small 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, 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.
+.  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.
+.  Rename it to `NLA Editing`.
+.  Click the `Current Editor Type` button located at the bottom left (small box) 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.
+.  Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
+. Save your file.
+
+Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
+
+.  In the `Info` header change the layout from `NLA Editing` to `Default`.
+.  kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted.
+.  From the `Info` header select `menu:File[Export > Ogre3d]`. 
+. Selectect a destination directory in your games `Assetts` folder, usually the `Textures` folder, and when your happy with your export settings click btn:[Export Ogre]. More on the `Ogre` settings can be found in <<jme3/advanced/3d_models#creating-models-and-scenes#,creating models and scenes>>.
+
+If your file exports clean, proceede with the next steps. If not, fix any errors before continuing.