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@@ -256,7 +256,7 @@ Your rigged file is now ready to export. Export your model using one of the xref
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== Appending Blender Animations
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-Follow the directions for xref:jme3/advanced/mixamo.adoc#mixamo-animations.adoc[Mixamo Animations], xref:jme3/advanced/mixamo.adoc#mixamo-download.adoc[Mixamo Download], xref:jme3/advanced/mixamo.adoc#creating-blender-animations.adoc[Creating Blender Animations], xref:how-to/modeling/blender/blender.adoc#action-baking[Blender Action Baking] and <<blender_buffer_clearing.adoc#the-linked-action-buffer,Clearing The Linked Action Buffer>> for all animations you wish to append to your *rigged* animation file.
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+Follow the directions for <<mixamo-animations,custom Mixamo Animations>>, <<mixamo-download,Mixamo Download>>, <<creating-blender-animations,Creating Blender Animations>>, <<how-to/modeling/blender/blender.adoc#action-baking,Blender Action Baking>> and <<how-to/modeling/blender/blender_buffer_clearing.adoc#the-linked-action-buffer,Clearing The Linked Action Buffer>> for all animations you wish to append to your *rigged* animation file.
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. If your `Rigged` file is closed, open it.
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. From the `Info` header, change the Layout to `Default`.
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@@ -269,7 +269,7 @@ Follow the directions for xref:jme3/advanced/mixamo.adoc#mixamo-animations.adoc[
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. In the `Dope Sheet Editor`, change the context to `Action Editor` if not already selected.
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. Click the btn:[Action to be linked] button and select your append action from the list.
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. Select the btn:[F] button to save the action.
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-. From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the xref:jme3/advanced/mixamo.adoc#creating-the-rigged-animation-file.adoc[Creating The Rigged Animation File] section of this tutorial. You will see your append `Action` at the top of the list.
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+. From the `Info` header, change the layout from `Animation` to the `NLA Editing` layout we created in the <<creating-the-rigged-animation-file,Creating The Rigged Animation File>> section of this tutorial. You will see your append `Action` at the top of the list.
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. From the `NLA Editor` header, select `menu:Add[Add Tracks]`. A new track has now been added to the top of the list.
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. Click the icon:angle-double-down[] button next to the `Action` to push it down into the stack.
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. btn:[LMB] select the strip to make it the only strip selected.
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@@ -305,7 +305,7 @@ In the `Dope Sheet Editor` make sure no `Actions` are selected in the `Action Ed
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An `Action` that has not been pushed down into the `NLA Stack` will block your `NLA Strip` from playing.
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-Some export methods bake your actions automatically on export, others don't. Test the animation in-game and if your animations are all messed up, try xref:how-to/modeling/blender/blender.adoc#action-baking[baking them] or use a different exporter.
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+Some export methods bake your actions automatically on export, others don't. Test the animation in-game and if your animations are all messed up, try <<how-to/modeling/blender/blender.adoc#action-baking,baking them>> or use a different exporter.
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====
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Your NLA strip should look something like this:
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@@ -315,6 +315,4 @@ image::how-to/modeling/blender/MixamoNLA.png[MixamoNLA.png,width="",height=""]
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== Notes
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-
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-* You can see a similar video demonstration of this entire process in xref:jme3.adoc#animations-and-scenes.adoc[Animations And Scenes] under the CadNav icon:long-arrow-right[] Mixamo icon:long-arrow-right[] JME Workflow heading.
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* See xref:tutorials:beginner/hello_animation.adoc[Hello Animation] and xref:jme3/advanced/animation.adoc[Animation in JME3] to learn how to use your animated model.
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