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fixed hard coded arrows element to menu.

mitm 5 lat temu
rodzic
commit
8a877af62c

+ 25 - 19
src/docs/asciidoc/jme3/advanced/makehuman_blender_ogrexml_toolchain.adoc

@@ -1,9 +1,10 @@
 = MakeHuman Blender OgreXML toolchain for creating and importing animated human characters
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../
 :imagesdir: ../..
+:experimental:
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
@@ -35,8 +36,8 @@ Public domain seed project with some preset characters and animations:
 == Preparation
 
 .  Install MakeHuman and Blender.
-.  Install MakeHuman Blender importer from MakeHuman installation to Blender scripts folder and enable the script from Blender File → User Preferences → Addons.
-.  Install OgreXML exporter to Blender scripts folder and enable the script from Blender File → User Preferences → Addons.
+.  Install MakeHuman Blender importer from MakeHuman installation to Blender scripts folder and enable the script from Blender `menu:File[User Preferences>Addons]`.
+.  Install OgreXML exporter to Blender scripts folder and enable the script from Blender `menu:File[User Preferences>Addons]`.
 .  Clone the seed project or create your own project.
 .  Locate or create character model folder (src/main/resources/character/human/female)
 
@@ -47,16 +48,20 @@ Public domain seed project with some preset characters and animations:
 **  NOTE: If you want to use JME3 Open Asset Pack animations without tweaking then use either male.mhm or female.mhm as preset and do not change the body proportions.
 
 .  Choose basic skeleton from Pose/Animate tab if you are not already using either of the presets.
-.  Export to blender exchange format from Files → Export tab.
-**  Choose Mesh Format → Blender exchange.
-**  Tick only Options → Feet on Ground and Scale Units → Meter 
+.  Export to blender exchange format from `menu:Files[Export]` tab.
+**  Choose `menu:Mesh Format[Blender exchange]` +
+[%interactive]
+*** [x] Options
+*** [x] Feet on Ground
+*** [x] Scale Units
+*** [x] Meter 
 
 
 
 == Animating Character Model with Blender
 
 .  Import the character model in blender exchange format (MHX) to Blender or open preset blender file female.blend.
-.  If you use your own character you can append animations from male.blend or female.blend preset files with Blender File → Append  function. Animations are in the animation folder.
+.  If you use your own character you can append animations from male.blend or female.blend preset files with Blender `menu:File[Append]` function. Animations are in the animation folder.
 .  Tune the character model / materials and animate the character. ([link:http://www.blender.org/support/tutorials/][http://www.blender.org/support/tutorials/]])
 
 
@@ -65,17 +70,18 @@ Public domain seed project with some preset characters and animations:
 .  Make sure that your scene objects in Blender do not have any spaces or special characters in their names. Rename them if they do.
 .  Arrange all your animations in single NLA track after each other without overlaps or touching in the timeline.
 .  Unlink any animations linked directly to your character armature or mesh.
-.  Export using Blender → File → Export Ogre3D (scene and mesh) and tick the following options:
-**  copy shader programs
-**  Export Scen
-**  Export Meshes
-**  Export Meshes (overwrite)
-**  Armature Animation
-**  Optimize Arrays
-**  Export Materials
-**  Tangents
-**  Reorganize Buffers
-**  Optimize Animations
+.  Export using menu:Blender[File>Export Ogre3D] (scene and mesh) and tick the following options: +
+[%interactive]
+**  [x] copy shader programs
+**  [x] Export Scen
+**  [x] Export Meshes
+**  [x] Export Meshes (overwrite)
+**  [x] Armature Animation
+**  [x] Optimize Arrays
+**  [x] Export Materials
+**  [x] Tangents
+**  [x] Reorganize Buffers
+**  [x] Optimize Animations