Hi guys. I ran into a problem: whenever I run a code from beginner tutorial Tutorial (3) - Hello Assets. I get an error message: "Uncaught exception thrown in Thread[jME3 Main,5,main] com.jme3.asset.AssetLoadException: No loader registered for type “mesh.xml”"
with following stacktrace:
окт 23, 2017 5:13:50 PM com.jme3.app.LegacyApplication handleError
SEVERE: Uncaught exception thrown in Thread[jME3 Main,5,main]
com.jme3.asset.AssetLoadException: No loader registered for type "mesh.xml"
at com.jme3.asset.ImplHandler.aquireLoader(ImplHandler.java:199)
at com.jme3.asset.DesktopAssetManager.loadLocatedAsset(DesktopAssetManager.java:255)
at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:373)
at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:416)
at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:420)
at BollExpertDesktopView.simpleInitApp(BollExpertDesktopView.java:64)
at com.jme3.app.SimpleApplication.initialize(SimpleApplication.java:220)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.initInThread(LwjglAbstractDisplay.java:130)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:211)
at java.lang.Thread.run(Thread.java:745)
I build project through gradle in Android Studio. All dependencies are set:
I’m no expert on this matter, but your build.gradle looks really strange. What IDE(s) are you using? Did you type the build.gradle yourself or was it generated?
When I was using jME on Android, I used these for creating a repo:
Also, you should consider categorising your post. This makes it easier for other people to know what you want/need.
I don`t use jme plugins, now I simply work with anothe models which has .j3o extention. android info? In the above part of build.gradle I use dependensies for desktop version
Edit: Nehon also added GLTF support but I don’t know how to use it yet or even if you can load the files with loadModel(). On my list of things to learn still.
Rule 1: only use j3o files in loadModel()
Rule 2: when in doubt, see rule number 1.
If you want to use other models, then convert them in the SDK to j3o.
Otherwise, you saddle all of your users with the HUGE load times and HUGE extra resources required to read these other files. You might as well store your images as giant encoded text files while you are at it.