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@@ -28,7 +28,7 @@ To properly animate your models there are a few rules you should follow.
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- [ ] You have UV Mapped your model. It isn't required by Mixamo, just for loading your models into jme.
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- [ ] You have UV Mapped your model. It isn't required by Mixamo, just for loading your models into jme.
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- [ ] Your models origin is at the base of the mesh.
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- [ ] Your models origin is at the base of the mesh.
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- [ ] You have your materials and textures done for your model. It isn't required by Mixamo, just for loading your model into jme.
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- [ ] You have your materials and textures done for your model. It isn't required by Mixamo, just for loading your model into jme.
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- - [ ] You have xref:jme3/external/blender/blender_buffer_clearing.adoc[cleared your buffers]. It isn't required by Mixamo, just makes your models cleaner for jme.
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+ - [ ] You have xref:how-to/modeling/blender/blender_buffer_clearing.adoc[cleared your buffers]. It isn't required by Mixamo, just makes your models cleaner for jme.
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- [ ] You have applied the Location, Rotation, and Scale to your model.
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- [ ] You have applied the Location, Rotation, and Scale to your model.
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- [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Units Panel]` set the btn:[Unit of Measure] to Meters and the Length to Metric. Adobe uses centimeters for the FBX exporter and if this is not set the models scale will be unusual to say the least. JME3 uses 1 WU = whatever you determine but meters will make things easier for all aspects of your modeling. If you are doing this now, you may have to re-scale your model before proceeding.
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- [ ] *MOST IMPORTANT OF ALL*, in the `menu:Properties Panel[Scene Tab > Units Panel]` set the btn:[Unit of Measure] to Meters and the Length to Metric. Adobe uses centimeters for the FBX exporter and if this is not set the models scale will be unusual to say the least. JME3 uses 1 WU = whatever you determine but meters will make things easier for all aspects of your modeling. If you are doing this now, you may have to re-scale your model before proceeding.
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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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== 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 xref:jme3/external/blender/blender_buffer_clearing#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 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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. If your `Rigged` file is closed, open it.
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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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. From the `Info` header, change the Layout to `Default`.
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