Can't find ogre export options

Hello!

I am trying to follow instructions found on this page of the manual and in this official video tutorial.

However, when I open the ogre export in Blender all I have is this . That said, I can’t seem to find options from documentation page and my Blender Ogre export page does not look like export page from the video tutorial.

Please help me, cause this is really making me nuts! I really like jmonkey engine and would love to be able to use it with my blender models.

Import the .blend files directly.

I would love to. However, direct import from Blender is not satisfying. For example, in blender I have

while in jmonkey the same model (converted as well se non converted) looks like this

Obviously, jmonkey cannot figure out the size of the tile, which is X = 4, Y = 1, Z = 1, as one can see in Blender’s screenshot. Maybe it can’t properly figure out other things. I don’t know yet.

However, I hope that ogre export can handle out of box such staff. That’s why I am interested in ogre.

You have to make a proper UV mapped model, the ogre exporter won’t help you with the failed editing.

https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:external:blender

Thank you for your answers. I realy like jmonkey. Think I will choose it as my platform of choice for game dev.

Apparently, the conversion is not a trivial thing. Is the direct import of .blend files prefered way to do things in jmonkeyengine? In other words, is the ogre export there only for historic reasons? Should I focus on .blend export?

The main thing you should focus on is making game compatible models. Forget everything the editor manual tells you you can do, all the material settings, flashy effects, lighting, “simple” ways to make or texture models. You just want a model with a clean mesh, an UV mapped texture atlas for color, normals and specular and a skeleton/bone based animation, using external texture files the engine can find. Find out how you can do these things and almost any 3d editor and export tool will work as intended.

That said, while our blender importer might have support for some extended features of blender it is still in a beta state, it will work best with models that are created according to these guidelines as well.

Thanks again. One more (series of) question(s), and I am over :slight_smile:

When I make models in Blender, I should apply only one material per object. Is that correct? If the model has several materials, I should make an object for every part of the model with a material of its own and than parent it to the (parent object of the) model. Is this also correct?

p.s. What is “the editor manual” you are refering to in your previous message?

Yes, you will also get one separate object in the engine for each texture that is UV mapped to an object. You should try and keep the object count as low as possible so using one object with a texture atlas (just a big texture with all images on it) is the best idea for e.g. landscapes. Even when you want to have some parts as separate objects so you can move them around as a Geometry in the engine, when you assign the same texture atlas you can later still combine it with another object to one mesh with one texture. E.g. when you want to procedurally load a bunch of houses into a city landscape that then doesn’t change anymore.

The editor manual is the manual of the Editor, blender in this case :slight_smile: However broad you want to define that term. Manuals for our own tools are available in the SDK by pressing F1.