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@@ -1,33 +0,0 @@
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-= Blender Action Baking
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-:author: mitm
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-:revnumber: 1.0
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-:relfileprefix: ../../../
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-:imagesdir: ../../..
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-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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-
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-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.
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-
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-If you find yourself in need of baking, the process is as follows.
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-
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-. From the Blender `Info` header, select `menu:File[Save Copy]`.
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-. 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.
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-. In the `Info` header, change the `Default` screen layout to `Animation`.
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-. In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`.
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-. Click the btn:[Action to be linked] button and select your action.
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-. In the `3d Viewport` header, select the armature.
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-* Depending on the mode selected choose:
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-.. Object Mode: `menu:Object[Animation > Bake Action]`.
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-.. Pose Mode: `menu:Pose[Animation > Bake Action]`.
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-. In the `Bake Action` dialog, deselect and set the settings as follows:
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-Bake Action::
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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.
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-. Select the btn:[F] button to save the action.
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-. Save your file.
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-. Clear the old action from the `Linked Action` buffer. See <<jme3/external/blender/blender_buffer_clearing#,Blender Buffer Clearing>> for more information.
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