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Directed url to features for converting j3o.

mitm 5 年之前
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共有 1 个文件被更改,包括 3 次插入6 次删除
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      src/docs/asciidoc/jme3/advanced/animation.adoc

+ 3 - 6
src/docs/asciidoc/jme3/advanced/animation.adoc

@@ -23,11 +23,8 @@ What is required for an animated model? (<<jme3/terminology#Animation,See also:
 
 
 Unless you download free models, or buy them from a 3D artist, you must create your animated models in an *external mesh editor* (for example, Blender) yourself.
 Unless you download free models, or buy them from a 3D artist, you must create your animated models in an *external mesh editor* (for example, Blender) yourself.
 
 
-*  <<sdk/blender#,Converting Blender Models to JME3 (.J3o files)>>
-//*  link:http://www.youtube.com/user/aramakara[Video Series: Creating models in Blender, OgreMax, 3dsMax]
-*  link:http://www.youtube.com/watch?v=NdjC9sCRV0s[Video: Creating and Exporting OgreXML Animations from Blender 2.61 to JME3 ]
-*  link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Scene Workflow: Exporting OgreXML scenes from Blender to JME3]
-*  link:https://docs.google.com/leaf?id=0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1MTRlYTNjYTc3&hl=en[Animation Workflow: Create Animated UV-Mapped OgreXML Models in Blender, and use them in JME3]
+*  <<jme3/features#supported-formats,Supported External File Types>>
+*  <<jme3/external/blender#,Creating assets in Blender3D>>
 *  link:http://www.youtube.com/watch?v=IDHMWsu_PqA[Video: Creating Worlds with Instances in Blender]
 *  link:http://www.youtube.com/watch?v=IDHMWsu_PqA[Video: Creating Worlds with Instances in Blender]
 
 
 What is required in your JME3-based Java class?
 What is required in your JME3-based Java class?
@@ -85,7 +82,7 @@ To reset a Control, call `control.clearChannels()`.
 === Skeleton Control
 === Skeleton Control
 
 
 
 
-The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl. 
+The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl.
 
 
 .Control resides in the main node of your model
 .Control resides in the main node of your model
 [source,java]
 [source,java]