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Update mixamo.adoc

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      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 6 - 8
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -15,7 +15,7 @@ In the near future the Mixamo website will be undergoing some changes that will
 
 == Using Mixamo For Model Animation
 
-With very little effort, you can use Adobes Mixamo to fully animate your Blender models. Once you understand the process that is. This guide uses link:https://www.blender.org/download/[Blender version 2.78c] with its default settings along with the Ogre exporter 0.6.0 found <<jme3/advanced/ogrecompatibility#,here>>. You will need to have FBX file Importing and Exporting initialized in Blender. This can be found under `menu:File[User Preferences > Add-ons]` in the Info header at the top of the program. Be sure to toggle btn:[Auto Run Python Scripts] in the `menu:User Preferences[File]` tab.
+With very little effort, you can use Adobes Mixamo to fully animate your Blender models. Once you understand the process that is. This guide uses link:https://www.blender.org/download/[Blender version 2.78c] with its default settings along with the Ogre exporter 0.6.0 found <<jme3/advanced/ogrecompatibility#,here>>. You are expected to have at minimum a modest amount of Blender knowledge. You will need to have FBX file Importing and Exporting initialized in Blender. 
 
 == Prepare to Export
 
@@ -35,12 +35,11 @@ To properly animate your models there are a few rules you must follow.
 - [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Unit 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 consistant. If you are doing this now, you may have to rescale your model before proceding.
 
 
-== Export
+== Blender Export
 
 
-.Blender
 .  In the 3d viewport select your model, it will be high-lighted in orange.
-.  In the `Info` header at the top of the program select `menu:File[Export > FBX]`.
+.  In the `Info` header select `menu:File[Export > FBX]`.
 
 .FBX Exporter
 .  Enter a file path to export to, usually the same directory as your `.blend` file for simplicity.
@@ -58,10 +57,9 @@ You can save these FBX export settings by clicking the btn:[+] button next to bt
 ====
 
 
-== Import
+== Mixamo Import
 
 
-.Mixamo
 .  Create an link:https://www.mixamo.com/[Mixamo] account and login.
 .  Navigate to your `My Assets` directory.
 .  Select `Upload`.
@@ -118,7 +116,7 @@ Before you can import any animations from Mixamo, you should have a file that is
 
 [TIP]
 ====
-You should create and save a default startup file in Blender. `menu:File[Save Startup File]`. This way you will not have to constantly redo things. Setting your `Units of measure` is the first thing you should do. You can always restore the default startup file by selecting `menu:File[Load Factory Settings]` at any time.
+You should create and save a default startup file in Blender. `menu:File[Save Startup File]`. This way you will not have to constantly redo things. Setting your `Units of measure` is the least you should do. You can always restore the default startup file by selecting `menu:File[Load Factory Settings]` at any time.
 ====
 
 .  In the `Info` header select `menu:File[Import > FBX]`.
@@ -137,7 +135,7 @@ You should create and save a default startup file in Blender. `menu:File[Save St
 .Armatures
 - Nothing checked
 
-
+When ready click btn:[Import FBX].