From c47945f844f3d12cf8428f9c5de918249c5c3357 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Fri, 23 Jan 2015 15:35:40 -0300 Subject: [PATCH] Updated import_3d (markdown) --- import_3d.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/import_3d.md b/import_3d.md index 408e138..90c7038 100644 --- a/import_3d.md +++ b/import_3d.md @@ -58,9 +58,9 @@ Two options for textures are provided. They can be copied to the same place as t Before going into the options, here are some tips for making sure your rigs import properly * Only up to 4 weights are imported per vertex, if a vertex depends of more than 4 bones, only the 4 most important bones (the one with the most weight) will be imported. For most models this usually works fine, but just keep it in mind. -* Do not use non-uniform scale in bone animation, as this will likely not import properly. Try do do the same effect with more bones. -* When exporting from Blender, make sure that objects modified by a skeleton are children of it. Many objects can be modified by a single skeleton, but they all should be direct childrens. -* The same way, when using Blender, make sure that the relative transform of children nodes to the skeleton is zero (no rotation, no scale, no translation, all zero and scale at 1.0). The position of both objects (the little orange dot) should be at the same place. +* Do not use non-uniform scale in bone animation, as this will likely not import properly. Try to accomplish the same effect with more bones. +* When exporting from Blender, make sure that objects modified by a skeleton are children of it. Many objects can be modified by a single skeleton, but they all should be direct children. +* The same way, when using Blender, make sure that the relative transform of children nodes to the skeleton is zero (no rotation, no translation, no scale. All zero and scale at 1.0). The position of both objects (the little orange dot) should be at the same place. ## 3D Import Options