If you feel like you want to make an addition to jMonkeyEngine SDK, don't hesitate to contact the jme team regardless of your knowledge in NetBeans platform development. For new plugins, the basic project creation and layout of the plugin can always be handled by a core developer and you can go on from there fleshing out the plugin.
I am spanking new to java, but have programmed in many languages since the early '80s. Currently I am curator of the Neverwinter Vault, a repository of over 40,000 projects related to the Aurora toolset and NwN game engine.
As a first step to updating the toolset and engine, I intend to create an asset loader/editor/exporter in jME that handles all the various NwN filetypes, including the models (mdl, mdb) anims ( gr2 - probably have to just replace those skeletons… silly proprietary formats :-P), textures (NwN DDS format is slightly non-standard), etc…
As I’m starting from scratch (though I have both Ruby & c++ libraries to port from), I’d really like to write these as a plugin from the start, with smooth integration into the SDK the goal.
Specifically, I’d like to allow anyone to browse, catalog & import NwN assets and export them to the SDK supported formats (j3o, Ogre3D, blend).
So, as referenced in that very encouraging bit I quoted at the top, could I get some help setting up the plugin project and figuring out jME cvs?
Edit: And of course, I’d welcome collaboration