Cool, perfect, thanks!
Oh, one quick question, I see some people are going through OGRE XML. Is there any advantage of doing it one way over the other? Do the .blend files or ORGE XML ever have any issues?
One disadvantage of Ogre which i can remember is that you can not export normal map (bump map) textures on your model.
The next disadvantage is, it is not maintained any more.
Using OGRE is the only way for us to convert animated objects.
Good to know, thanks!
Oh, wow, that is important. Okay, looks like I have to go through OGRE for animated objects, thanks!
Recommend to use Xbuf instead. it is maintained and is in a stable mood and has the most support over exporting from blender to JME in comparison with Ogre or Blender importer. You can also import animated models easily using xbuf.
here is Xbuf git: https://github.com/xbuf
I am currently using Xbuf.
If you decide to use xbuf too and have any question regarding setting it up and using it, you can ask. I will gladly help.
Edit: It also supports spatial animation. see :
Okay, cool, thanks! I think I will give Xbuf a try. Are there any limitations to Xbuf currently?
It covers all my needs in importing models to jme.
Blender also is capable of importing animations, at least in 3.1.0 which wasn’t that supported in 3.0.
It could always be that you have one special file where one importer is broken and another one is not, though.
j3o IS NOT an exchange format. It is (like a java class) dependent on the project structure of the specific project its being used in. So a command line converter doesn’t really make sense.
Nevermind, just realise it was suppose to get done in command line.
I can personally say that I strictly use blender files and import animations just fine.
Also I have copied my .j3o’s to different projects multiple times, I’m not sure how limited this is.
Do you have hardware support for animations enabled?
in xbuf ?
jme_xbuf_loader use HW Skinning.
xbuf was started with the idea to use :
- realtime preview of jme in blender
- batch conversion and automatic pipeline (via command line script, gradle, …)
I didn’t provided the sample/doc about how to blend -> xbuf -> j3o. from command line or gradle script. But it’s doable.
I was asking @BigBob because with HW skinning enabled we had serious bugs in animations imported directly from Blender.
Btw, @david_bernard_31 is there any ‘step by step’ guide for dummies to use xbuff with JME 3.0? With compiled jars of course.
today: http://www.xbuf.org/get_started/ (you should change version number)
I’ll update doc and site. I planned to do the update when I’ll finish some experimentation (with nodes for material). But I could re-order ;-).
All really great points. Thank you all!
Hardware Skinning is Enabled indeed.
No bugs in animation they work as they do in Blender perfectly.
I actually had problems previously on Android with JME 3.0 and hardware skinning NOT being enabled causing weird distortions with animations.
The way to get the .blend files to hold the animations correctly is to use the Action Editor and create many actions for the armature.
Some methods I’ve seen as ineffective are things like making a single really long animation track and then extracting sub animations. There seems to be issues with that method.
There’s also the NLA Editor and Dope Sheet (Slightly Different than the Action Editor) and I haven’t been able to import animations using those methods.
I often animate the models myself and it was a trial to get the animations to work. But I’m sure I can make a video or something showing how to rig and animate a blend for direct and easy import to JME.
Actually we have it mastered with OGRE, there is no need to change anything in the middle of the project but I’m sure that others might be interested in such video.