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Cleaned up Animations part of tutorial.

mitm vor 7 Jahren
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      src/docs/asciidoc/jme3/external/blender.adoc

+ 40 - 32
src/docs/asciidoc/jme3/external/blender.adoc

@@ -8,7 +8,7 @@
 ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
-This section discusses how to create and import models from Blender3D (2.62+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
+This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
 
 
 == Asset Management
@@ -25,9 +25,10 @@ Game-compatible models are models that basically only consist of a mesh and UV-m
 
 To successfully import a texture, the texture *has to* be UV-mapped to the model. Heres how to assign diffuse, normal and specular maps:
 
-image:jme3/external/blender-material-4.png[blender-material-4.png,width="",height=""] image:jme3/external/blender-material-3.png[blender-material-3.png,width="",height=""]
-
-image:jme3/external/blender-material-2.png[blender-material-2.png,width="",height=""] image:jme3/external/blender-material-1.png[blender-material-1.png,width="",height=""]
+image::jme3/external/blender-material-4.png[blender-material-4.png,width="",height=""]
+image::jme3/external/blender-material-3.png[blender-material-3.png,width="",height=""]
+image::jme3/external/blender-material-2.png[blender-material-2.png,width="",height=""]
+image::jme3/external/blender-material-1.png[blender-material-1.png,width="",height=""]
 
 Its important to note that each used texture will create one separate geometry. So its best to either combine the UV maps or use a premade atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
 
@@ -38,23 +39,26 @@ Animations for jME3 have to be bone animations, simple object movement is suppor
 
 To create an animation from scratch do the following:
 
-*  Create the model.
-**  Make sure your models location, rotation and scale is applied and zero / one (see “Model Checklist below).
-**  (Did you know? You can make any model from a box by only using extrusion, this creates very clean meshes.)
+.  Create the model.
+..  Make sure your models location, rotation and scale is applied and zero / one (see "`Model Checklist`" below).
++
+TIP: Did you know? You can make any model from a box by only using extrusion, this creates very clean meshes.
 
-*  Create the armature bones, don't forget to have one root bone!
-**  Start by placing the cursor at zero.
-**  Go to the `menu:Add[Armature > Single Bone]` menu and create the root bone.
-***  image:jme3/external/blender-add-bone.png[blender-add-bone.png,width="",height=""]
+.  Create the armature bones, don't forget to have one root bone!
+..  Start by placing the cursor at zero.
+..  Go to the `menu:Add[Armature > Single Bone]` menu and create the root bone.
++
+image::jme3/external/blender-add-bone.png[blender-add-bone.png,width="",height=""]
 
-**  Select the bone and go to edit mode (press kbd:[Tab]).
-**  Select the root bone end and press kbd:[E] to extrude the bone, then start rigging your model this way.
-**  *Make sure your armatures location, rotation and scale is applied (see “Model Checklist below) before continuing*.
+..  Select the bone and go to edit mode (press kbd:[Tab]).
+..  Select the root bone end and press kbd:[E] to extrude the bone, then start rigging your model this way.
++
+IMPORTANT: Make sure your armatures location, rotation and scale is applied (see "`Model Checklist`" below) before continuing.
 
-*  Make the armature the parent of the model.
-**  Make sure you are back in object mode (press kbd:[Tab] again).
-**  First select the model object then select the armature object with kbd:[Shift] pressed, then press kbd:[Ctrl] + kbd:[P].
-**  When you do this, you can select how the bone groups will be mapped to the model vertices initially. Select btn:[With Automatic Weights].
+.  Make the armature the parent of the model.
+..  Make sure you are back in object mode (press kbd:[Tab] again).
+..  First select the model object then select the armature object with kbd:[Shift] pressed, then press kbd:[Ctrl] + kbd:[P].
+..  When you do this, you can select how the bone groups will be mapped to the model vertices initially. Select btn:[With Automatic Weights].
 +
 [NOTE]
 ====
@@ -62,22 +66,27 @@ When you parent your mesh to the armature, Blender automatically adds the `Armat
 
 image:jme3/external/blender-make-armature.png[blender-make-armature.png,width="",height=""]
 ====
++
+Voila, your model should move when you move the bones in pose mode.
 
-*  Voila, your model should move when you move the bones in pose mode.
-*  From the `Info` header, press the btn:[Choose Screen Layout] button and select the `Animation` layout.
-*  In the `Dope Sheet Editor` window, press the btn:[Context] button and select `Action Editor`.
-**  image:jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
+.  From the `Info` header, press the btn:[Choose Screen Layout] button and select the `Animation` layout.
+.  In the `Dope Sheet Editor` window, press the btn:[Context] button and select `Action Editor`.
++
+image::jme3/external/blender-action-editor.png[blender-action-editor.png,width="",height=""]
 
-*  Add an action by pressing the btn:[+] button.
-*  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe.
-**  image:jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
-*  Create the keyframes (select the model armature and press kbd:[I]) along the timeline.
-**  image:jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
+.  Add an action by pressing the btn:[+] button.
+.  Set the rotationmode of the bone to Quaternion or switch later from your rotationmode to Quaternion and make a keyframe.
++
+image::jme3/external/blender-switch-rotationmode.png[blender-switch-rotationmode.png,width="",height=""]
+.  Create the keyframes (select the model armature and press kbd:[I]) along the timeline.
++
+--
+image::jme3/external/blender-add-keyframes.png[blender-add-keyframes.png,width="",height=""]
 
-*  Each action will be an animation available via the animation control in jME after the import.
-*  *Press the btn:[F] button next to the action so it will be saved even if theres no references.*
-**  The animation would else be deleted if its not the active animation on the armature and the file is saved.
+Each action will be an animation available via the animation control in jME after the import.
 
+IMPORTANT: Press the btn:[F] button next to the action so it will be saved even if theres no references. The animation would else be deleted if its not the active animation on the armature and the file is saved.
+--
 
 
 == Model Checklist
@@ -218,13 +227,12 @@ image::jme3/external/monkey_bump.png[monkey_bump.png,width="50%",height=""]
 ..  Use a reasonably high value for "`Margin`" (4+ pixels at least for 1024x1024 maps).
 .  Bake and don't forget to save the normal map image.
 
-
 [WARNING]
 ====
 Be careful: in the Outliner the camera symbol (Restrict Render) must be on!
 ====
 
-image::jme3/external/monkey_bump.png[monkey_bump2.png,width="50%",height=""]
+image::jme3/external/monkey_bump2.png[monkey_bump2.png,width="50%",height=""]
 
 == Fixing the normal colors in Blender