This is a convenience method I made for normal mapping, Specifically for blender models. If anyone wants to use it.

```
public static List<Geometry> getGeometries(Node n) {
List<Geometry> gl = new ArrayList();
for (Spatial s : n.getChildren()) {
if (s instanceof Node) {
gl.addAll(getGeometries((Node) s));
} else if (s instanceof Geometry) {
gl.add((Geometry) s);
}
}
return gl;
}
public static void makeNormalReady(Spatial s) {
List<Geometry> gl = null;
if (s instanceof Geometry) {
gl = new ArrayList();
} else if (s instanceof Node) {
gl = getGeometries((Node) s);
}
for (Geometry g : gl) {
if (g.getMesh().getBuffer(VertexBuffer.Type.TexCoord) != null) TangentBinormalGenerator.generate(g.getMesh());
}
}
```

(I think this is the right subforum)