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      src/docs/asciidoc/jme3/advanced/mixamo.adoc

+ 2 - 2
src/docs/asciidoc/jme3/advanced/mixamo.adoc

@@ -33,7 +33,7 @@ To properly animate your models there are a few rules you should follow.
 - [ ] You have UV Mapped your model. It isn't required by Mixamo, just for loading your models into jme.
 - [ ] Your models origin is at the base of the mesh.
 - [ ] You have your materials and textures done for your model. It isn't required by Mixamo, just for loading your model into jme.
-  - [ ] You have <<external/blender/blender_buffer_clearing#,cleared your buffers>>. It isn't required by Mixamo, just makes your models cleaner for jme.
+  - [ ] You have <<jme3/external/blender/blender_buffer_clearing#,cleared your buffers>>. It isn't required by Mixamo, just makes your models cleaner for jme.
 - [ ] You have applied the Location, Rotation, and Scale to your model.
 - [ ] *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.
 
@@ -310,7 +310,7 @@ In the `Dope Sheet Editor` make sure no `Actions` are selected in the `Action Ed
 
 An `Action` that has not been pushed down into the `NLA Stack` will block your `NLA Strip` from playing.
 
-Some export methods bake your actions automatically on export, others don't. Test the animation in-game and if your animations are all messed up, try <<external/blender/blender_action_baking#,baking them>> or use a different exporter.
+Some export methods bake your actions automatically on export, others don't. Test the animation in-game and if your animations are all messed up, try <<jme3/external/blender/blender_action_baking#,baking them>> or use a different exporter.
 ====
 
 Your NLA strip should look something like this: