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@@ -191,16 +191,20 @@ Armatures::
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. Click the btn:[|<<] button to reset timeline back to the first frame.
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. In the `Info` header, change the `Default` screen layout to `Animation`.
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. 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.
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-. Rename this to the name of the imported animation. In this instance it was TPose.
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-* If the btn:[F] button is not selected, i.e. dark, select it to save the action.
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+. In the `3d Viewport`, with the armature selected, select `menu:Object[Animation > Bake Action]`.
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+. In the `Bake Action` dialog, deselect and set the settings as follows:
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++
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+- [ ] Selected Only
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+- [x] Visual Keying
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+- [x] Clear Constraints
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+- [ ] Clear Parents
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+- [ ] Overwrite Current
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+- Bake Data = Pose
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+. When ready click btn:[OK].
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+. 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.
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+. Select the btn:[F] button to save the action.
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. Save your file with the same name as the action.
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-
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-[IMPORTANT]
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-====
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-If you decide to use the Blender importer of the SDK, convert a `.blend` file to `.j3o` or experience problems with your animation, you will have to bake your `Action` to the armature.
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-
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-See <<jme3/advanced/mixamo.html#notes, Notes>> for details.
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-====
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+. Clear the old action from the `Linked Action` buffer. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
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[NOTE]
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====
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@@ -352,28 +356,5 @@ image::jme3/advanced/MixamoNLA.png[MixamoNLA.png,width="",height=""]
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== Notes
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-* If you use the Blender importer of the SDK, convert a `.blend` file to `.j3o` or experience problems with your animation, you will have to bake your `Action` to the armature.
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-
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-//-
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-How To Bake Actions::
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-. From the `Info` header, change the layout to `Animation`.
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-. In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`.
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-. Navigate to the `Action` you wish to bake by clicking on the btn:[Browse Action to be linked] button.
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-. In the `3d Viewport`, with the armature selected, select `menu:Object[Animation > Bake Action]`.
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-. In the `Bake Action` dialog, deselect and set the settings as follows:
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-+
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-- [ ] Selected Only
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-- [x] Visual Keying
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-- [x] Clear Constraints
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-- [ ] Clear Parents
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-- [ ] Overwrite Current
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-- Bake Data = Pose
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-. When ready click btn:[OK].
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-. The `Linked Action` in the `Dope Sheet Editor` will change to the newly baked action and is named `Action`. Rename this as is appropriate.
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-. Select the btn:[F] button to save the action.
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-. Clear the old action from the `Linked Action` buffer. Due to some quirks in Blender currently, it's best to do so from the NLA editor. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
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-
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-//-
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-
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* You can see a similar video demonstration of this entire process in <<jme3#animations-and-scenes#,Animations And Scenes>> under the CadNav → Mixamo → JME Workflow heading.
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* See <<jme3/beginner/hello_animation#,Hello Animation>> and <<jme3/advanced/animation#,Animation in JME3>> to learn how to use your animated model.
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