Asset import Reccomendation

Hi,
Long story short I was wondering what would be the most stable way to import using *.blend via ogre.xml

Should I have my modeler just make the base model and rig it and import it and edit it compltly in jmonkey

or a complete model with rigging and texuremapping using blender.

I don’t care much on how much it stresses the computers used in development, but I want to keep file sizes down as well as make the gfx and art as stable and running as smooth as possible.

If you have rigged models I recommend ogre. Because the blender loader still have issues with IK constraints.

What I do is to make my whole model in blender : modeling/texturing/rigging/animating.

I export with ogre but i don’t export the materials.
Then I transform the mesh.xml to j3o, and i make the materials for all geometries. It’s fast and simple (usually a couple of parameters and textures to set).

So long as you only use FK then the blender importer direct to jm3 works perfectly. As already mentioned IK is not supported unless you go via ogre though.

@zarch said: So long as you only use FK then the blender importer direct to jm3 works perfectly. As already mentioned IK is not supported unless you go via ogre though.

Everything is supported if you bake it as you should anyway to not break your asset workflow with every importer change :slight_smile:

@zarch said: So long as you only use FK then the blender importer direct to jm3 works perfectly. As already mentioned IK is not supported unless you go via ogre though.

What is FK and IK?

@ettavsdro said: What is FK and IK?
Forward/Inverse Kinematics.

In more detail, Forward Kinematics is where you position every bone yourself by rotating/etc it from its parent bone/base pose.

Inverse Kinematics is where you say “I want this hand to go here” and it works out how to move the joints to make that happen.

It’s particularly useful for things like walking where you want the feet to always hit the floor even if you are walking up or down a slope, etc.