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fixing other errors
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Michael Morran committed Feb 7, 2024
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2 changes: 1 addition & 1 deletion website/docs/creators/blender-add-on/advanced-avatars.md
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Expand Up @@ -48,7 +48,7 @@ We offer the following resources if you'd like to modify our base Robot avatar:

- [Blender Source Files](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**

- [Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
- [Exported GLBs](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Exported%20GLB%20models)/[Exported OBJ](https://github.com/MozillaReality/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.

We recommend using [Blender 2.83](https://builder.blender.org/download/) (or whatever the most recent release is) for custom models since we have provided example files that you may use as a guide. (Typically, skeleton setup varies between modeling appications which can make importing/exporting skeletons a bit tricky due to unexpected changes in bone rotations, but it is still possible to use something other than Blender.) Note: the .blend files were created with [Blender 2.8](https://builder.blender.org/download/) due to the built-in glTF exporter. The glTF importer/exporter for Blender is currently in development. Expect some bugs and [please report them!](https://github.com/KhronosGroup/glTF-Blender-IO/issues)

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6 changes: 3 additions & 3 deletions website/docs/developers/development-basics/networking.md
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Expand Up @@ -132,13 +132,13 @@ if (!hasComponent(world, Owned, eid)) return;
## Simple example

Let's write a simple networked component example. You need some additional
works to let your [component](<(./dev-client-gameplay.html#prefab)>) support
works to let your [component](<(./gameplay.md#prefab)>) support
network.

Assume `Foo` component is defined with some properties, an
[inflator](<(./dev-client-gameplay.html#prefab)>) for it is written, and the
[inflator](<(./gameplay.md#prefab)>) for it is written, and the
inflator is registered in the built-in
[jsxInflators map](./dev-client-gameplay.html#entitydef-jsx-prefab).
[jsxInflators map](./gameplay.md#entitydef-jsx-prefab).

```typescript
// src/components/foo.ts
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8 changes: 4 additions & 4 deletions website/docs/fundamentals/reskin-avatars.md
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Expand Up @@ -14,9 +14,9 @@ You can use the following resources:

- [Quilt](https://tryquilt.io/) - A simple tool put together by the Hubs team for quickly re-skinning the default Hubs robot avatar.

- [Photoshop PSD Templates](Photoshop) - Photoshop templates for a custom Hubs base color skin. You can also use Photoshop's 3D painting tools, using the [Robot OBJ/MAT file](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats).
- [Photoshop PSD Templates](https://www.adobe.com/products/photoshop.html) - Photoshop templates for a custom Hubs base color skin. You can also use Photoshop's 3D painting tools, using the [Robot OBJ/MAT file](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats).

- [Substaince Painter Project](Substance) - Full [Substance Painter](https://www.allegorithmic.com/products/substance-painter) projects for advanced custom skinning. You can also download and modify any of our [example texture sets](Exported%20Texture%20Sets).
- [Substaince Painter Project](https://www.adobe.com/products/substance3d-painter.html) - Full [Substance Painter](https://www.allegorithmic.com/products/substance-painter) projects for advanced custom skinning. You can also download and modify any of our [example texture sets](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Exported%20Texture%20Sets).

![UV Layout example](/img/UVLayout.jpg)

Expand Down Expand Up @@ -44,9 +44,9 @@ The default avatar is currently using:

We offer the following resources if you'd like to modify our Robot avatar:

- [Blender Source Files](Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](/Blender/AvatarBot) folder.**
- [Blender Source Files](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) are available of our Robot avatar. **For specific information about how to use these .blend files, be sure to check out the readme within the [Blender/AvatarBot](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Blender/AvatarBot) folder.**

- [Exported GLBs](Exported%20GLB%20models)/[Exported OBJ](Other%20model%20formats) are available if you'd like to bring them into your editor of choice.
- [Exported GLBs](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Exported%20GLB%20models)/[Exported OBJ](https://github.com/j-conrad/hubs-avatar-pipelines/tree/master/Other%20model%20formats) are available if you'd like to bring them into your editor of choice.

We recommend using [Blender 2.8 beta](https://builder.blender.org/download/) for custom models since we have provided example files that you may use as a guide. (Typically, skeleton setup varies between modeling applications which can make importing/exporting skeletons a bit tricky due to unexpected changes in bone rotations, but it is still possible to use something other than Blender.) Note: the .blend files were created with [Blender 2.8 beta](https://builder.blender.org/download/) due to the built-in glTF exporter. The glTF importer/exporter for Blender is currently in development. Expect some bugs and [please report them!](https://github.com/KhronosGroup/glTF-Blender-IO/issues)

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