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@@ -190,19 +190,21 @@ Armatures::
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Set `End:` to this value.
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. Click the btn:[|<<] button to reset timeline back to the first frame.
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. In the `Info` header, change the `Default` screen layout to `Animation`.
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-. In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`. The `Linked Action` will now show the action name of the animation you imported.
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-. In the `3d Viewport`, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
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-. In the `Bake Action` dialog, deselect and set the settings as follows:
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-+
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-- [ ] Selected Only
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-- [x] Visual Keying
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-- [x] Clear Constraints
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-- [ ] Clear Parents
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-- [ ] Overwrite Current
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-- Bake Data = Pose
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-. When ready click btn:[OK].
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-. 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. In this instance it was TPose.
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-. Select the btn:[F] button to save the action.
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+. In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`. The `Linked Action` will now show the action name of the animation you imported.
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+. Rename this to the name of the imported animation. In this instance it was TPose.
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+* If the btn:[F] button is not selected, i.e. dark, select it to save the action.
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+//. In the `3d Viewport`, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
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+//. In the `Bake Action` dialog, deselect and set the settings as follows:
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+//+
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+//- [ ] Selected Only
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+//- [x] Visual Keying
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+//- [x] Clear Constraints
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+//- [ ] Clear Parents
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+//- [ ] Overwrite Current
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+//- Bake Data = Pose
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+//. When ready click btn:[OK].
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+//. 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. In this instance it was TPose.
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+//. Select the btn:[F] button to save the action.
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. Save your file with the same name as the action.
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[NOTE]
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@@ -210,9 +212,9 @@ Armatures::
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Mixamo sets the rotation mode of bones to `Quaternion` as is appropriate for preventing link:https://en.wikipedia.org/wiki/Gimbal_lock[`Gimbal Lock`]. Keep this in mind if you decide to modify your animation. Blender defaults to `XYZ Euler` so you will need to change this setting prior to inserting new keyframes.
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====
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-== Clearing The Linked Action Buffer
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+//== Clearing The Linked Action Buffer
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-Remember, our goal is to have a single `.blend` file that represents a single animation. After baking, we have the old action and the new baked action. You now want to clear the old action from the `Linked Action` buffer. Due to some quirks in Blender currently you must do so from the NLA editor. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
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+//Remember, our goal is to have a single `.blend` file that represents a single animation. After baking, we have the old action and the new baked action. You now want to clear the old action from the `Linked Action` buffer. Due to some quirks in Blender currently you must do so from the NLA editor. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
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== Creating The Rigged Animation File
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