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mitm001 8 år sedan
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1 ändrade filer med 13 tillägg och 32 borttagningar
  1. 13 32
      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 13 - 32
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -191,16 +191,20 @@ Armatures::
 .  Click the btn:[|<<] button to reset timeline back to the first frame.  
 .  In the `Info` header, change the `Default` screen layout to `Animation`.
 .  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.
-.  Rename this to the name of the imported animation. In this instance it was TPose.
-*  If the btn:[F] button is not selected, i.e. dark, select it to save the action. 
+.  In the `3d Viewport`, with the armature selected, select `menu:Object[Animation > Bake Action]`.
+.  In the `Bake Action` dialog, deselect and set the settings as follows:
++
+- [ ] Selected Only
+- [x] Visual Keying
+- [x] Clear Constraints
+- [ ] Clear Parents
+- [ ] Overwrite Current
+-  Bake Data = Pose
+.  When ready click btn:[OK].
+.  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.
+.  Select the btn:[F] button to save the action. 
 .  Save your file with the same name as the action.
-
-[IMPORTANT]
-====
-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.
-
-See <<jme3/advanced/mixamo.html#notes, Notes>> for details.
-====
+.  Clear the old action from the `Linked Action` buffer. See <<jme3/advanced/3d_models#blender-buffer-clearing#,Blender Buffer Clearing>> for more information.
 
 [NOTE]
 ====
@@ -352,28 +356,5 @@ image::jme3/advanced/MixamoNLA.png[MixamoNLA.png,width="",height=""]
 == Notes
 
 
-*  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.
-
-//-
-How To Bake Actions::
-.  From the `Info` header, change the layout to `Animation`.
-.  In the `Dope Sheet Editor`, change the `Dope Sheet` mode/context to `Action Editor`.
-.  Navigate to the `Action` you wish to bake by clicking on the btn:[Browse Action to be linked] button.
-.  In the `3d Viewport`, with the armature selected, select `menu:Object[Animation > Bake Action]`.
-.  In the `Bake Action` dialog, deselect and set the settings as follows:
-+
-- [ ] Selected Only
-- [x] Visual Keying
-- [x] Clear Constraints
-- [ ] Clear Parents
-- [ ] Overwrite Current
--  Bake Data = Pose
-.  When ready click btn:[OK].
-.  The `Linked Action` in the `Dope Sheet Editor` will change to the newly baked action and is named `Action`. Rename this as is appropriate.
-.  Select the btn:[F] button to save the action.
-.  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.
-
-//-
-
 *  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.
 *  See <<jme3/beginner/hello_animation#,Hello Animation>> and <<jme3/advanced/animation#,Animation in JME3>> to learn how to use your animated model.