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Update mixamo.adoc

mitm001 8 سال پیش
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1فایلهای تغییر یافته به همراه4 افزوده شده و 4 حذف شده
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      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 4 - 4
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -252,21 +252,21 @@ Texture Tab::
 *  Select your remaining texture.
 *  In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
 .  In the `Info` header change the layout from `Animation` to `UV Editing`.
-.  With the model still selected, btn:[Tab] into edit mode. If your model is not completely orange press kbd:[A] untill all vertice are selected. You will see your UV Mapped mesh appear in the `UV Image Editor` window.
+.  With the model still selected, kbd:[Tab] into edit mode. If your model is not completely orange press kbd:[A] untill all vertice are selected. You will see your UV Mapped mesh appear in the `UV Image Editor` window.
 .  In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
 .  kbd:[Tab] out of `Edit Mode`.
 .  In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
 .  Rename this new layout `NLA Editing`.
-.  Click the `Current Editor Type` button located at the bottom left (small box) and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
+.  Click the `Current Editor Type` button, located at the bottom left (small box) of the `3d Viewport`, and change it from `3d View` to `NLA Editor`. Our TPose action is now visible.
 .  Click the double down arrows to push the action down into the stack.
 .  Beneath the TPose strip you will see a slider. Drag this slider to the right untill your strip is nested up against the left margin of the window.
 . Save your file.
 
 Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
 
-.  In the `Info` header change the layout from `NLA Editing` to `Default`.
+.  In the `Info` header, change the layout from `NLA Editing` to `Default`.
 .  kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
-.  From the `Info` header select `menu:File[Export > Ogre3d]`. 
+.  From the `Info` header, select `menu:File[Export > Ogre3d]`. 
 .  Select a destination path in your games `Assets` folder, usually the `Textures` folder. 
 .  Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
 .  When you're happy with your export settings click btn:[Export Ogre].