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Removed action baking doc.

mitm пре 5 година
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комит
7c607a78bf

+ 2 - 2
src/docs/asciidoc/jme3/external/blender.adoc

@@ -161,7 +161,7 @@ Also check out these videos and resources:
 *  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Exporting OgreXML scenes from Blender 2.49 to jME]
 
 
-=== Action Baking
+== Action Baking
 
 There are many 3D model <<jme3/features.html#supported-external-file-types#,Supported External File Types>> for jMonkeyEngine. Some of them bake your actions automatically on export, others don't. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.
 
@@ -189,7 +189,7 @@ Bake Action::
 .  Select the btn:[F] button to save the action.
 .  Save your file.
 .  Clear the old action from the `Linked Action` buffer. See <<jme3/external/blender/blender_buffer_clearing#,Blender Buffer Clearing>> for more information.
-   
+
 
 == Normal Map baking
 

+ 0 - 33
src/docs/asciidoc/jme3/external/blender/blender_action_baking.adoc

@@ -1,33 +0,0 @@
-= Blender Action Baking
-:author: mitm
-:revnumber: 1.0
-:relfileprefix: ../../../
-:imagesdir: ../../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
-
-There are many 3D model <<jme3/features.html#supported-external-file-types#,Supported External File Types>> for jMonkeyEngine. Some of them bake your actions automatically on export, others don't. Baking is a destructive process so it is recommended that you test the animation in-game first. If your animations are all messed up, try baking them or use a different exporter.
-
-If you find yourself in need of baking, the process is as follows.
-
-.  From the Blender `Info` header, select `menu:File[Save Copy]`.
-.  Save the file somewhere other than the current folder. This will save you the effort of re-creating the animation file if you need it at some other time.
-.  In the `Info` header, change the `Default` screen layout to `Animation`.
-.  In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`.
-.  Click the btn:[Action to be linked] button and select your action.
-.  In the `3d Viewport` header, select the armature.
-*  Depending on the mode selected choose:
-.. Object Mode: `menu:Object[Animation > Bake Action]`.
-.. Pose Mode: `menu:Pose[Animation > Bake Action]`.
-.  In the `Bake Action` dialog, deselect and set the settings as follows:
-Bake Action::
-- [ ] Selected Only
-- [x] Visual Keying
-- [x] Clear Constraints
-- [ ] Clear Parents
-- [ ] Overwrite Current
--  Bake Data = Pose
-.  When ready click btn:[OK].
-.  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.
-.  Select the btn:[F] button to save the action.
-.  Save your file.
-.  Clear the old action from the `Linked Action` buffer. See <<jme3/external/blender/blender_buffer_clearing#,Blender Buffer Clearing>> for more information.