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@@ -252,21 +252,21 @@ Texture Tab::
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* Select your remaining texture.
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* Select your remaining texture.
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* In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
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* In the `Image` panel, click the btn:[Small Box] button located next to your textures path to pack the image file.
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. In the `Info` header change the layout from `Animation` to `UV Editing`.
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. In the `Info` header change the layout from `Animation` to `UV Editing`.
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-. 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.
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+. 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.
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. In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
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. In the `UV Image Editor`, click the btn:[Browse Image to be linked] button and select your UV image.
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. kbd:[Tab] out of `Edit Mode`.
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. kbd:[Tab] out of `Edit Mode`.
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. In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
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. In the `Info` header change the layout from `UV Editing` to `Default` and then click the btn:[+] button to create a new layout.
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. Rename this new layout `NLA Editing`.
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. Rename this new layout `NLA Editing`.
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-. 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.
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+. 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.
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. Click the double down arrows to push the action down into the stack.
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. Click the double down arrows to push the action down into the stack.
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. 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.
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. 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.
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. Save your file.
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. Save your file.
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Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
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Your rigged file is now `Ogre` export ready. Before we go any further we will test our export to verify it is error free.
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-. In the `Info` header change the layout from `NLA Editing` to `Default`.
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+. In the `Info` header, change the layout from `NLA Editing` to `Default`.
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. kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
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. kbd:[Shift] + btn:[L Mse Btn] select your armature. Your model and armature should now be highlighted, if not, make it so.
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-. From the `Info` header select `menu:File[Export > Ogre3d]`.
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+. From the `Info` header, select `menu:File[Export > Ogre3d]`.
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. Select a destination path in your games `Assets` folder, usually the `Textures` folder.
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. Select a destination path in your games `Assets` folder, usually the `Textures` folder.
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. Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
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. Make sure `Selected Only` is checked and `Only Deformable Bones` is unchecked.
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. When you're happy with your export settings click btn:[Export Ogre].
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. When you're happy with your export settings click btn:[Export Ogre].
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