Fix typos in 'Importing 3D scenes' page

This commit is contained in:
Antonio Torres Moríñigo
2018-02-04 18:55:24 +01:00
parent d8ef7b3eee
commit 5509185922

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@@ -163,7 +163,7 @@ These are:
Additional info:
* UV2 = The second UV channel for detail textures and baked lightmap textures.
* Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertecies and normals.
* Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals.
In some cases, this might lead to loss of precision so disabling this option
may be needed. For instance, if a mesh is very big or there are multiple meshes
@@ -208,33 +208,33 @@ each animation in a separate file.
Import of animations is enabled by default.
Animation : FPS
FPS
~~~~~~~~~~~~~~~
Most 3D export formats store animation timeline in seconds instead of frames. To ensure
animations are imported as faithfully as possible, please specify the frames per second
used to edit them. Failing to do this may result in minimal jitter.
Animation : Filter Script
Filter Script
~~~~~~~~~~~~~~~~~~~~~~~~~
It is possible to specify a filter script in a special syntax to decide which tracks from which
animations should be kept. (@TODO this needs documentation)
Animation : Storage
Storage
~~~~~~~~~~~~~~~~~~~
By default, animations are saved as built-in. It is possible to save them to a file instead. This
allows adding custom tracks to the animations and keeping them after a reimport.
Animation : Optimizer
Optimizer
~~~~~~~~~~~~~~~~~~~~~
When animations are imported, an optimizer is run which reduces the size of the animation considerably.
In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled.
Animation : Clips
Clips
~~~~~~~~~~~~~~~~~~~~~
It is possible to specify multiple animations from a single timeline as clips. Just specify from which frame to which frame each
@@ -252,6 +252,7 @@ following dialog will appear:
.. image:: img/scene_import4.png
In inherited scenes, the only limitations for modifications are:
* Nodes can't be removed (but can be added anywhere).
* Sub-Resources can't be edited (save them externally as described above for this)
@@ -261,6 +262,7 @@ Import Hints
------------
Many times, when editing a scene, there are common tasks that need to be done after exporting:
* Adding collision detection to objects:
* Setting objects as navigation meshes
* Deleting nodes that are not used in the game engine (like specific lights used for modelling)
@@ -314,6 +316,6 @@ removed.
Rigid Body (-rigid)
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Creates a rigid body from this mesh
Creates a rigid body from this mesh.