diff --git a/content/creator/wearables-and-emotes/emotes/avatar-rig.md b/content/creator/wearables-and-emotes/emotes/avatar-rig.md
index c9bc15b6..0344e084 100644
--- a/content/creator/wearables-and-emotes/emotes/avatar-rig.md
+++ b/content/creator/wearables-and-emotes/emotes/avatar-rig.md
@@ -11,7 +11,7 @@ url: /creator/emotes/avatar-rig
weight: 3
---
-202A rig is a virtual skeleton that allows a model to move. It consists of a hierarchy of individual bones, much like a real life skeleton, and it works under a parent/child relationship. This document will cover some basic rigging concepts, such as bone position, bone orientation, deforming and non-deforming bones, the difference between IK and FK and their purposes. The structure of an avatar’s rig, custom attributes, and setup for animating can be found in [rig features]({{< ref "/content/creator/wearables-and-emotes/emotes/rig-features.md" >}}).
+A rig is a virtual skeleton that allows a model to move. It consists of a hierarchy of individual bones, much like a real life skeleton, and it works under a parent/child relationship. This document will cover some basic rigging concepts, such as bone position, bone orientation, deforming and non-deforming bones, the difference between IK and FK and their purposes. The structure of an avatar’s rig, custom attributes, and setup for animating can be found in [rig features]({{< ref "/content/creator/wearables-and-emotes/emotes/rig-features.md" >}}).
# **The Basics**
@@ -49,7 +49,9 @@ _Deforming bones._
_Non-deforming bones._
-> **Attention!**: **Do not edit the base skeleton at all!**
+{{< hint warning >}}
+⚠️ **Attention!** **Do not edit the base skeleton at all!**
+{{< /hint >}}
@@ -64,9 +66,12 @@ Controls are basically non-deforming bones, which means they will not affect the
It’s also important to notice that it’s not possible to use the controls setup in a software different from the one it was originally done in. Each software has its own logic and it’s not possible to export constraints.
+
_Controls and their different shapes and colors._
-> **Warning**: **The rig has to be animated in the same software it was created in. It’s not possible to use a Blender setup in, for example, Maya and vice versa.**
+{{< hint warning >}}
+⚠️ **Warning**: The rig has to be animated in the same software it was created in. It’s not possible to use a Blender setup in, for example, Maya and vice versa.
+{{< /hint >}}
### What’s FK and IK in a rig?
diff --git a/content/creator/wearables-and-emotes/emotes/particles-in-emotes.md b/content/creator/wearables-and-emotes/emotes/particles-in-emotes.md
index 6cc0837f..d0ef1a39 100644
--- a/content/creator/wearables-and-emotes/emotes/particles-in-emotes.md
+++ b/content/creator/wearables-and-emotes/emotes/particles-in-emotes.md
@@ -30,10 +30,10 @@ The process of adding particles to your emote will involve two steps, you can fo
[](https://vimeo.com/916037817)
-{{< hint info >}}
-**Attention!**
+{{< hint warning >}}
+⚠️ **Attention!**
-⚠️ Creating a particles system won’t be covered in this documentation. The objective is to help implement it to your emote.
+Creating a particles system won’t be covered in this documentation. The objective is to help implement it to your emote.
{{< /hint >}}
@@ -83,10 +83,10 @@ _Animation lip generated by the add-on._
And that’s it for converting your particles into an armature! Remember to save your file with a different name (keep the original as a backup), we will be needing it for the next step.
-{{< hint info >}}
-**Attention!**
+{{< hint warning >}}
+⚠️ **Attention!**
-⚠️ Particles should be the last element added to your emote. When the emote is ready, you will have the exact length of the animation, which will make it easier to sync the particles to the action performed.
+Particles should be the last element added to your emote. When the emote is ready, you will have the exact length of the animation, which will make it easier to sync the particles to the action performed.
{{< /hint >}}
diff --git a/content/creator/wearables-and-emotes/emotes/props-and-sounds.md b/content/creator/wearables-and-emotes/emotes/props-and-sounds.md
index 7fb26609..ea4e0cab 100644
--- a/content/creator/wearables-and-emotes/emotes/props-and-sounds.md
+++ b/content/creator/wearables-and-emotes/emotes/props-and-sounds.md
@@ -93,25 +93,26 @@ Then, in **_Target_**, select the avatar armature and in **_Bone_** select the b
_***Chlid of*** constraint menu. Keyframe the influence to turn it on and off._
{{< hint info >}}
-**💡Animation Tip!**
-If you use the slide to turn off the Influence, the prop will not maintain its previous position, making it hard to keep the animation fluid. To avoid having to manually fix the position, instead of using the slide, click on the X next to Influence, set a keyframe on it and another one on all the transform attributes. This way the prop will keep the same poistion as when the Influence was on!
+**💡 Animation Tip**
+
+If you use the slide to turn off the Influence, the prop will not maintain its previous position, making it hard to keep the animation fluid. To avoid having to manually fix the position, instead of using the slide, click on the X next to Influence, set a keyframe on it and another one on all the transform attributes. This way the prop will keep the same position as when the Influence was on!
{{< /hint >}}
{{< hint info >}}
-**💡Animation Tip**
+**💡 Animation Tip**
Don’t leave the prop visible from the start! To avoid spoiling what’s about to happen and an abrupt transition, start the animation with the prop scaled down to 0.001 and only turn it to 1 when you want it to appear. Remember to scale back down to 0 by the end of the action. This will make the transitions much more fluid and cool!
{{< /hint >}}
## Animation Slots
-Belnder 4.4 introduced a new feature: animation slots. According to Blender documentation, “the purpose of slots is to allow an action to store distinct animation data for multiple data-blocks”. In a nutshell, slots make it possible to store the animation of multiple things in the same Action. How does it affect emotes 2.0?
+Blender 4.4 introduced a new feature: animation slots. According to Blender documentation, “the purpose of slots is to allow an action to store distinct animation data for multiple data-blocks”. In a nutshell, slots make it possible to store the animation of multiple things in the same Action. How does it affect emotes 2.0?
-Blender 4.4 new feature: animation slots.
+_Blender 4.4 new feature: animation slots._
Even though it’s possible to have both the avatar and prop sharing the same action clip, because of the naming convention and number of animation clips involved in Emotes 2.0, it won’t work. So the pipeline for this would be:
@@ -123,7 +124,7 @@ Even though it’s possible to have both the avatar and prop sharing the same ac
-Creating and action clip and a slot for the prop animation.
+_Creating and action clip and a slot for the prop animation._
# **NLA Tracks**
@@ -136,10 +137,10 @@ Then, change back to ***Object Mode***, select the prop armature, go to ***Pose
-Pushing actions down to the NLA tracks.
+_Pushing actions down to the NLA tracks._
{{< hint warning >}}
-⚠️ Be careful when pushing actions down . Make sure you select the desired armature with the respective animation. Don’t just change the animation and push it down before selecting the other armature or else you will be assigning two actions to an armature and none to the other.
+⚠️ Be careful when pushing actions down. Make sure you select the desired armature with the respective animation. Don’t just change the animation and push it down before selecting the other armature or else you will be assigning two actions to an armature and none to the other.
{{< /hint >}}
@@ -174,10 +175,11 @@ Emotes 2.0 are exported the same way as common emotes. Make sure only the avatar
-Have only avatar armature, prop armature and prop mesh visible for exporting.
+_Have only avatar armature, prop armature and prop mesh visible for exporting._
To export, go to File > Export > glTF2.0 (.glb, .gltf)
+
For the export settings, expand Include and in Limit to toggle Visible Objects. Then, expand the Data tab, expand Armature and enable Export Deformation Bones Only.
@@ -195,7 +197,7 @@ Hit Export and you are done!
- The audio clip must have the same duration as the emote.
-- While there is no limitation for size in the audio, the emote with props and sounds cannot be bigger than 3mb.
+- While there is no limitation for size in the audio, the emote with props and sounds cannot be bigger than 3MB.
{{< hint info >}}
**📔 Note**: If the emote has sound (mp3 or ogg), it must be zipped with the .glb. After that, just drag and drop the .zip to the builder. More details can be found here: [Uploading emote with sound](https://docs.decentraland.org/creator/wearables-and-emotes/manage-collections/uploading-emotes/#uploading-emotes-using-a-zip-file)
@@ -228,7 +230,7 @@ Press the shortcut `N` to see more options to handle your sounds like displaying
{{< hint info >}}
-If you want to fade in and out you can simply do it by adding keyframes from 0 to 1 and viceversa to the volume property.
+💡 If you want to fade in and out you can simply do it by adding keyframes from 0 to 1 and viceversa to the volume property.
{{< /hint >}}
Once you finished to edit your sounds you can export it going to _Render> Render Audio_. In the exporting option you need to select `.mp3` or `.ogg` format in the _Container_ section and then _Mixdown_. **Only the audio within the frame range will be exported.**
diff --git a/content/creator/wearables-and-emotes/emotes/rig-features.md b/content/creator/wearables-and-emotes/emotes/rig-features.md
index 77c8d8ad..c4491939 100644
--- a/content/creator/wearables-and-emotes/emotes/rig-features.md
+++ b/content/creator/wearables-and-emotes/emotes/rig-features.md
@@ -21,7 +21,9 @@ These are the armature’s transforms in Object Mode with the controls’ setup.
_Rig 1.0 transforms._
-> **Warning**: **Never edit the rig in Object Mode.**
+{{< hint warning >}}
+⚠️ **Warning**: **Never edit the rig in Object Mode.**
+{{< /hint >}}
## Bone Orientation
@@ -31,7 +33,7 @@ This is the bone orientation for Rig 1.0. As it is right now, it’s not possibl
_Axes for bone orientation._
-
+
_Behavior when mirrorring poses._
@@ -39,7 +41,7 @@ _Behavior when mirrorring poses._
To avoid any accidents and to make it easier to identify the controls, this rig is organized in bone collections that can be accessed in the *Data Properties* tab in Blender. These collections’ visibility can be toggled on and off by clicking on the *Eye Icon.* By default, they are all visible, except for the DON'T TOUCH ones.
-
+
Armature Data Properties tab.
@@ -53,10 +55,10 @@ This is how the bones were separated into the collections:
- Fingers: controls for both hands’ fingers.
- Deformation Bones: this is where the deformation bones are stored.
-{{< hint info >}}
-**💡 Attention!**
+{{< hint warning >}}
+**⚠️ Attention!**
-The DON'T TOUCH collections hold the set ups for IK and other rig constraints and should remain hidden. Editing these bone could brake the functionality of the rig
+The DON'T TOUCH collections hold the set ups for IK and other rig constraints and should remain hidden. Editing these bones could break the functionality of the rig.
{{< /hint >}}
## Controls and Grouping
@@ -110,7 +112,7 @@ _Isolate rotation attribute for the head._
_How the IsoRot attribute for the head works._
-{{< hint warning >}} **Warning**: In older Blender versions, even if all controls have been selected and key framed, these custom attributes won’t be automatically key framed. Make sure to manually insert a keyframe in each attribute so you don’t lose the pose/motion you created. In Blender 4.4, by pressing I, a keyframe is set on all attributes and custom properties. {{< /hint >}}
+{{< hint warning >}} ⚠️ **Warning**: In older Blender versions, even if all controls have been selected and key framed, these custom attributes won’t be automatically key framed. Make sure to manually insert a keyframe in each attribute so you don’t lose the pose/motion you created. In Blender 4.4, by pressing I, a keyframe is set on all attributes and custom properties. {{< /hint >}}
