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@@ -41,7 +41,7 @@ To properly animate your models there are a few rules you must follow.
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- [ ] You have baked and packed your Texture. For this tutorial we use a diffuse texture (i.e. your using a texture atlas), no normal or specular maps.
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- [ ] You have baked and packed your Texture. For this tutorial we use a diffuse texture (i.e. your using a texture atlas), no normal or specular maps.
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- [ ] You have cleared the UV, Material and Texture buffers of unused images, materials and textures.
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- [ ] You have cleared the UV, Material and Texture buffers of unused images, materials and textures.
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- [ ] You have applied the Location, Rotation, and Scale to your model.
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- [ ] You have applied the Location, Rotation, and Scale to your model.
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-- [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Units Panel]` set the btn:[Unit of Measure] to Meters and the Length to Metric. Adobe uses centimeters for the FBX exporter and if this is not set the models scale will be unusual to say the least. Besides that, JME3 uses 1 WU = 1 Meter so this will keep things consistent. If you are doing this now, you may have to re-scale your model before proceding.
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+- [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Units Panel]` set the btn:[Unit of Measure] to Meters and the Length to Metric. Adobe uses centimeters for the FBX exporter and if this is not set the models scale will be unusual to say the least. Besides that, JME3 uses 1 WU = 1 Meter so this will keep things consistent. If you are doing this now, you may have to re-scale your model before proceeding.
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[TIP]
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[TIP]
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====
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====
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@@ -57,18 +57,20 @@ The exception to this rule is the `Linked Action` buffer for animations. To clea
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== Blender FBX Export
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== Blender FBX Export
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-. In the 3d viewport, select your model, it will be high-lighted in orange.
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+. In the `3d Viewport`, select your model, it will be high-lighted in orange.
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. In the `Info` header, select `menu:File[Export > FBX]`.
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. In the `Info` header, select `menu:File[Export > FBX]`.
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. Enter a file path to export to, usually the same directory as your `.blend` file for simplicity.
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. Enter a file path to export to, usually the same directory as your `.blend` file for simplicity.
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. Enter a file name.
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. Enter a file name.
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. In the `Export FBX` panel, located in the bottom left of the export dialog:
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. In the `Export FBX` panel, located in the bottom left of the export dialog:
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Main Tab::
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Main Tab::
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-* Toggle on the checkbox `Selected Objects`.
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-* Leave the `Scale` at 1 but click the button next to it to deselect btn:[Scale all data]. Failure to do so will destroy the scale of your model. If the button is selected, it will be dark in color.
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-* Leave the `Forward` and `Up` axis at the default of `-Z Forward` and `Y Up`.
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-* Under `Which kind of object to export`, deselect everything but `Mesh`.
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+- [x] Selected Objects
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+- Scale = 1
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+- Click the button next to scale to deselect btn:[Scale all data]. Failure to do so will destroy the scale of your model. If the button is selected, it will be dark in color.
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+- Forward = -Z Forward
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+- Up = Y Up
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+- Which kind of object to export = Mesh
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Geometries Tab::
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Geometries Tab::
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-* Select `Apply Modifiers`.
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+- [x] Apply Modifiers
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. When you are done, click the btn:[Export FBX] button to export the file.
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. When you are done, click the btn:[Export FBX] button to export the file.
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[TIP]
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[TIP]
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