Bleder3D + Animation -> OgreXml -> j3o

Evening



After my previous stella success loading a model with maps applied, I’ve tried to load a Rigged animated model …and failed :frowning:



Getting a NullPointerException, in the JME3 code looks like it’s complaining about the animation tracks (of which there is only one).



The problem occurs after converting the mesh xml into j3o, so thinking I may have not named something correctly, but really that just a guess – again, help would be appreciated!



Process to recreate this is in the SDK:

Select Tank.mesh.xml > right click > convert j3o binary > okay to no material warning



Open the created Tank.j3o and I get:

[java]

java.lang.NullPointerException

at com.jme3.animation.Animation.read(Animation.java:202)

at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:341)

at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:484)

at com.jme3.export.binary.BinaryInputCapsule.readStringSavableMap(BinaryInputCapsule.java:668)

at com.jme3.animation.AnimControl.read(AnimControl.java:359)

at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:341)

at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:484)

at com.jme3.export.binary.BinaryInputCapsule.readSavableArray(BinaryInputCapsule.java:472)

at com.jme3.export.binary.BinaryInputCapsule.readSavableArrayList(BinaryInputCapsule.java:588)

at com.jme3.scene.Spatial.read(Spatial.java:1295)

at com.jme3.scene.Node.read(Node.java:609)

at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:341)

at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:243)

at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:126)

at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:110)

at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:273)

at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:408)

[catch] at com.jme3.gde.core.assets.SpatialAssetDataObject.loadAsset(SpatialAssetDataObject.java:90)

at com.jme3.gde.scenecomposer.OpenSceneComposer$1.run(OpenSceneComposer.java:38)

at java.lang.Thread.run(Thread.java:662)

[/java]



These are the two OgreXml files that cause the problem



http://www.daylight-games.com/jme/development/importing/animation/Tank.mesh.xml



http://www.daylight-games.com/jme/development/importing/animation/Tank.skeleton.xml



Here’s the blender file used to create those OgreXml files



http://www.daylight-games.com/jme/development/importing/animation/firstTank.blend

blender 2.49? Try blender 2.61 + “blender2ogre” script.



Same problems were here: http://hub.jmonkeyengine.org/groups/import-assets/forum/topic/blender-animation-distorted-complaining-to-more-than-4-weights-in-bone-index

Thanks for the reply mifth!



Finally got around to updating to the latest version of Blender (2.62) …wow, they’ve changed the layout, all so very different, but things do seem strangely familiar at the same time.



The latest version of Blender solved the above NullPointer, however then began hitting another one :frowning:



However updating & rebuilding the engine / SDK solved that one …so the model exported, now just to test whether the bones work in JME