@choprapancavoohunn said:
hey mr Sploreg.. so how i can contact you if i got another problem? maybe email at least?
Just on the forums with the @Sploreg tag is easiest.
To import the model right-click on the falcon.mesh.xml file. That will create the falcon.j3o file. You might want to update jme to the latest stable beta, or even try the latest nightly build (I’m using a build from a week ago).
Look, we check the forum every day, your post will be seen, there is no need to mention anyone. If you put a mention in a post people will get an email which is annoying if you check the forums anyway. If you then edit the post the email will be sent again. Is forums such an old tech that kids nowadays really don’t know how they work??
Is it important that the model looks right to pass? if not just focus on the logic and use ugly placeholders, use the rest of the time once logic is done to cleanup assets.
would be my suggestion, cause else you migth sink much time into something and won’t finish the game in time.
-no tangents (but it doesn’t look like you have a material with a normal map set yet)
Normen means not to do @mentions immediately after your first post. It is the weekend are we often aren’t at our computers. We will see the post the next time we log on.
Sometime if your weight threshold value is too high in the blender exporter some vertices have no weight at all and the skeletonController in JME just put those vertices at 0,0,0 producing this effect.
So when you export try to set the weight threshold to 0.05 or something like that and ignore the warning about vertices that have more that 4 bones influence.