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First step in reorganizing creating animations.

mitm001 8 anos atrás
pai
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a7e42ff140
1 arquivos alterados com 17 adições e 15 exclusões
  1. 17 15
      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 17 - 15
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -190,19 +190,21 @@ Armatures::
  Set `End:` to this value.
 .  Click the btn:[|<<] button to reset timeline back to the first frame.  
 .  In the `Info` header, change the `Default` screen layout to `Animation`.
-.  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. 
-.  In the `3d Viewport`, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
-.  In the `Bake Action` dialog, deselect and set the settings as follows:
-+
-- [ ] Selected Only
-- [x] Visual Keying
-- [x] Clear Constraints
-- [ ] Clear Parents
-- [ ] Overwrite Current
--  Bake Data = Pose
-.  When ready click btn:[OK].
-.  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.
-.  Select the btn:[F] button to save the action.
+.  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.
+.  Rename this to the name of the imported animation. In this instance it was TPose.
+*  If the btn:[F] button is not selected, i.e. dark, select it to save the action. 
+//.  In the `3d Viewport`, with the armature still selected, select `menu:Object[Animation > Bake Action]`.
+//.  In the `Bake Action` dialog, deselect and set the settings as follows:
+//+
+//- [ ] Selected Only
+//- [x] Visual Keying
+//- [x] Clear Constraints
+//- [ ] Clear Parents
+//- [ ] Overwrite Current
+//-  Bake Data = Pose
+//.  When ready click btn:[OK].
+//.  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.
+//.  Select the btn:[F] button to save the action.
 .  Save your file with the same name as the action.
 
 [NOTE]
@@ -210,9 +212,9 @@ Armatures::
 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.
 ====
 
-== Clearing The Linked Action Buffer
+//== Clearing The Linked Action Buffer
 
-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.
+//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.
 
 
 == Creating The Rigged Animation File