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fix links

mitm001 5 years ago
parent
commit
e5654934b2

+ 1 - 1
docs/modules/core/pages/cinematic/cinematics.adoc

@@ -88,7 +88,7 @@ a|GuiEvent
 a|Displays a xref:gui/nifty_gui.adoc[Nifty GUI] at a given time for the given duration. Use it to display subtitles or HUD elements. Bind the Nifty +++<abbr title="Graphical User Interface">GUI</abbr>+++ XML to the cinematic using `cinematic.bindUi("path/to/nifty/file.xml");`
 
 a|AnimationEvent
-a|Use this to start playing a model <<jme3/advanced/animation#,animation>> at a given time (a character walking animation for example)
+a|Use this to start playing a model xref:animation/animation.adoc[animation] at a given time (a character walking animation for example)
 
 |===
 

+ 2 - 2
docs/modules/core/pages/scene/spatial.adoc

@@ -76,8 +76,8 @@ Cloned spatials share the same mesh, while each cloned spatial can have its own
 
 The second use case is: When you load a model using `loadModel()` from the AssetManager, you may automatically get a `clone()`ed object. In particular:
 
-*  If the model is not animated (it has no `xref:jme3/advanced/animation.adoc[AnimControl]`), jME loads a clone. All clones share one mesh object in order to use less memory.
-*  If the model is animated (it has a `xref:jme3/advanced/animation.adoc[AnimControl]`), then `loadModel()` duplicates the mesh for each loaded instance. (Uses more memory, but can animate.)
+*  If the model is not animated (it has no `xref:animation/animation.adoc[AnimControl]`), jME loads a clone. All clones share one mesh object in order to use less memory.
+*  If the model is animated (it has a `xref:animation/animation.adoc[AnimControl]`), then `loadModel()` duplicates the mesh for each loaded instance. (Uses more memory, but can animate.)
 
 Usually there is no need to manually use any of the `clone()` methods on models. Using the xref:asset/asset_manager.adoc[Asset Manager]'s `loadModel()` method will automatically do the right thing for your models.
 

+ 1 - 1
docs/modules/tutorials/pages/concepts/faq.adoc

@@ -513,7 +513,7 @@ Create an animated OgreMesh model with bones in a 3-D mesh editor (e.g. Blender)
 
 * link:https://github.com/jMonkeyEngine/jmonkeyengine/tree/master/jme3-core/src/main/java/com/jme3/animation[com.jme3.animation.]
 * xref:beginner/hello_animation.adoc[Hello Animation]
-* xref:ROOT:jme3/advanced/animation.adoc[Animation]
+* xref:core:animation/animation.adoc[Animation]
 * link:https://archive.blender.org/wiki/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/[Blender animation tutorial]
 
 *Code sample:*

+ 1 - 1
docs/modules/tutorials/pages/how-to/modeling/blender/blender_gltf.adoc

@@ -164,7 +164,7 @@ If you use the jME3 SDK, you can explore the scene graph using the xref:sdk:scen
 
 See xref:core:scene/traverse_scenegraph.adoc[Traverse the SceneGraph] for assistance in finding the AnimControl of your models.
 
-See xref:jme3/advanced/animation.adoc[Animation in jME3] for further details on using animations in your code.
+See xref:core:animation/animation.adoc[Animation in jME3] for further details on using animations in your code.
 
 == Additional Reading