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fix links

mitm001 5 years ago
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91724edc15
1 changed files with 6 additions and 12 deletions
  1. 6 12
      docs/modules/ROOT/pages/jme3/external/blender.adoc

+ 6 - 12
docs/modules/ROOT/pages/jme3/external/blender.adoc

@@ -1,12 +1,6 @@
 = Creating assets in Blender3D
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
-:relfileprefix: ../../
-:imagesdir: ../..
-:experimental:
-:stylesheet: twemoji-awesome.css
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
+:revnumber: 2.0
+:revdate: 2020/07/15
 
 
 This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore, it explains how you can create various typical game-related assets like "`Normal`" maps of high-poly models and "`Baked Lighting`" maps.
@@ -163,7 +157,7 @@ Also check out these videos and resources:
 
 == 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.
+There are many 3D model xref:jme3/features.adoc#supported-external-file-types.adoc[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.
 
@@ -188,7 +182,7 @@ Bake Action::
 .  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.
+.  Clear the old action from the `Linked Action` buffer. See xref:jme3/external/blender/blender_buffer_clearing.adoc[Blender Buffer Clearing] for more information.
 
 
 == Normal Map baking
@@ -355,7 +349,7 @@ The goal of this tutorial is to explain briefly how to bake light map in blender
 
 == Importing the model in the SDK and creating the appropriate material
 
-Once this is done, export your model with one of the 3D model <<jme3/features#supported-external-file-types,Supported External File Types>> and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
+Once this is done, export your model with one of the 3D model xref:jme3/features#supported-external-file-types,Supported External File Types] and convert it into a `.j3o` with the SDK, or the JME link:{link-javadoc}/com/jme3/export/binary/BinaryExporter.html[BinaryExporter].
 
 *  Create material for it using the lighting definition.
 *  Add the colorMap in the diffuse map slot and the lightMap in the light map slot.
@@ -464,5 +458,5 @@ This example uses a strange normalScale, this is to flip the image on the X-axis
 
 == Further reading
 
-*  <<jme3/advanced/sky#,How to add a Sky to your Scene>>
+*  xref:jme3/advanced/sky.adoc[How to add a Sky to your Scene]
 *  link:http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313[http://hub.jmonkeyengine.org/t/jmonkeyengine-tutorial-how-to-create-skymaps-using-blender/19313]