Thanks, I’ll try that
Should I handle the door and the doorframe as separate objects or combine them into one? I want to “open” the door in jMonkey without moving the doorframe.
Leave two different objects if you want to open the door without the frame
Yeah but other than that try to combine as much as possible for a better performance
Is this model/material completely compatible with jMonkey (it uses a diffuse, normal and gloss map)?
Oh and what am I supposed to do when the texture has a normal map and I also want the object itself to have a normal map? I want to bake (or what it’s called) a normal map with the bevel modifier
Blender nodes don’t translate over, you’ll have to make a material with those maps in the sdk or via code. All those maps should be supported if you use PBR shader in jme, however I strongly recommend you start with the regular Lighting.j3md. It looks a bit more garbage than PBR one, but is much easier to get working.
Okay, thank you
Does the scale of objects in Blender equal the scale of an object in jME? I mean the units of the coordinate system/scenegraph.
Units are units.
A 1 here is a 1 there. Whatever “1” means to you. Inches, feet, miles, meters, millimeters, leagues.
I’m not sure your question makes sense. 5 is 5.
Now, in Blender if 5 is 5 miles and you run JME with bullet physics then it’s going to move objects around as if that’s 5 meters with the default setup… but that’s because physics cares (only a little) about such things.
Else, 5 is 5.
To add a footnote to @pspeed’s answer, I find it helpful to call 1 unit 1 meter. It’s totally arbitrary, but (a) it’s a practical scale for most engines (especially when Bullet is involved), (b) works well with 32-bit float precision, and © it’s intuitively familiar to a lot of people. As I mentioned above, it’s arbitrary - I could just as well call 1 unit 1 yard or 1 foot or 1 centimeter and have everything work out, but in practice I find 1 meter to work well. Just make sure you use the same convention with ALL of the tools you use and all content will be compatible.
And then you can also avoid crashing a mars lander…
Eh, minor detail. We’ll just leave that one for the art team to sort out.
Okay, thanks for your help
Where can I access the debug variables shown in the bottom left?
Also I am gettting a few errors when trying to load my door:
Unsupported pass directive: alpha_to_coverage
Unsupported pass directive: colour_write
Unsupported pass directive: depth_check
Unsupported pass directive: depth_func
Unsupported pass directive: depth_write
Unsupported pass directive: illumination_stage
Unsupported pass directive: light_clip_planes
Unsupported pass directive: light_scissor
Unsupported pass directive: normalise_normals
Unsupported pass directive: polygon_mode
Unsupported pass directive: scene_blend_op
Unsupported pass directive: shading
Unsupported pass directive: transparent_sorting
Which script do you use to export your model? since blender (Ogre, gltf, …) ?
Ogre3d .scene and .mesh
How do I convert the .material file I get from exporting my object to a jmonkey material?
Hello @jNewbie, it is not possible to convert a .material file directly into a .j3m file (jMonkey material). You will need to create a material file yourself. Then apply the textures to that material file and assign the material file to the models geometry.
For more information have a look at the wiki articles, for example:
https://jmonkeyengine.github.io/wiki/sdk/material_editing.html#toolbar
https://jmonkeyengine.github.io/wiki/jme3/intermediate/multi-media_asset_pipeline.html