Import model saved with blenderjmeXMLExport

hevee well tnx for the advices but,



i've followed this tutorial:

http://www.ziggyware.com/readarticle.php?article_id=210

still got no textures…

blender fills the mtl files correctly though but the render on jme side is all black



i tryed with lightwave and it worked without having to do UV stuffs manually or whatnot as i have to in blender…

3dsmax exported model do work fine too.



that left only blender in the cold.

i think either jme or blender is at fault here. maybe both?

why wouldn't jme just use texture setup in blender? why do one would *have to go with UV ?

is that the default blender format in't supported in jme ? come on let's call a cat "a cat".

it's not because you don't say about them that problems disappear.



you could say: "no it's not yet well supported, but in the meanwhile you could try this… and that…, but keep in mind nothing's guaranted that way. The officially supported/recommended path is that… and that…"

that would have the meritt to be clear, short and simple.

and i won't loose three days to discover what you ppl were reluctant to say for i dunno what reasons.



couldn't you guys decide on one good format blender does and support it correctly?

telling me "you can use whatever format you want, it's up to you" while in fact most of em are half supported, and full of bugs and missing features… well, i'm not sure about the quality of such advice.



is anyone really know what he's speaking about ?

it's not like i'm asking for the moon or something. i need to create a model, stick a friggin texture on it and import it in jme.

what's the best supported format ?

hello ?


  • oh yea i can use whatever i want right …pleease…



    and the jme docs area mess. jme project lack someone to manage it. it feels like  grand'ma attic flee market.

    jme1 and jme2 docs and tutorials and resources all mixed up… nothing's clear.


  • oh yea i can use whatever i want jme1 , jme2 vanilla or strawberry i decide yea ? great…

    sorry , but frustration.



    can't you just says things straight ? tell ppl what is recommended / what is alpha or half-(un)supported  so they won't loose their time experimenting.










wanna hear a real advice ?

start by separating jme1 and jme2 stuff…

open a dedicated forum, or a dedicated section on this one, whatever but clean separation.

then work on updating the docs they're a mess.

then create a page with a bar graphs  or whatever showing how well supported are each formats and modelers

so everyone would get up to date docs and know what software/format to use *knowing pro and cons before hand.



want and example?

http://www.packagekit.org/pk-matrix.html



it shows how much each backend are complete. ppl can see for themselves and know if they could use packagekit on their linux distro or wait for better support.



now someone in the know get up and do this.

and i'm willing to help if needed.

keisangi, I understand your frustration.



What hevee is trying to explain is that Blender doesn’t automatically give texture coordinates to its shapes and this is something the you yourself must do. This should get you started: http://blog.paranoidferret.com/index.php/2008/03/27/blender-tutorial-basic-uv-mapping/.



Stick with xml model format for now because you are already using it. Once you get your texture coordinates (UV’s) set on the model, export using Blenders obj exporter and be sure to select ‘export uv’.



Now load this in jME and apply your texture. What you should have now is your model, with the texture applied according to the way you UV mapped it.



As a side note: If you intend to use a cube with the same texture on all sides, you could always just use a jME Box shape, as it already has texture coordinates for that.



EDITED: found a better tutorial

wait a minute wait a minute … are you telling me the 2 best

supported format are mesh.xml and md5 ? and they aren't in base jme ?!

and, the doc to install them is outdated and doesn't work on current jme ?

is this all a joke or what ?

what are the other format converter are here for? why the two best supported format aren't in jme ?

why the doc to install them is outdated ?

you want ppl to look elsewhere or what ? :wink:

this look like a deseperated effort to convince ppl to go away :wink:

now i really wish ardourd3d would get ready like for yesterday…

there must be other solution, maybe i should just use lwjgl or jogl

who cares about few pre-made methods… i can make collision stuff on my own if at least i can get object to load properly lol

@nymon

tnx for understanding.

the cude is just a test for getting used to import stuff from blender. i don't need a cube per se.

i see lightwave export to obj fine, and 3dsmax too.

someone should make it clear that blender obj export function is flawed.

writen in bold red chars. and the workaround method next to it.

this is basic functionnality. if basic stuff don't work it's really bad. ppl should knows about it.

telling them: "use whatever format you want it's your choice" is really bad.

especialy if the person giving that advice knows it won't work. (at least not without workarounds)



then, i've read "blender noob to pro tutorials. obviously not in totallity, but i've read the uv chapter and few others.

i've tryed UV texture following this tutorial too: 

http://www.ziggyware.com/readarticle.php?article_id=210

i've tryed the new xml format.

i've given the code in previous posts.

i get few result:

  • everything is black. i see nothing.
  • i get and object with "missing texture" textures.
  • i get an object with base material without texture.

    not even once i could get a model created in blender to display fine with texture in jme.

    i tryed blender 2.46 and 2.48.



    and now i'm being told the 2 best supported format are mesh.xml and md5: they aren't even included in jme and the documentation for them is outdated and doesn't work on current jme.



    if blender support is so shaky, maintainer should say so. blender's fault or jme's fault alike.

    and someone should make an updated tutorial everyone could follow and be happy.



    as of now, the  blender obj export tutorial is outdated,

    the blender/jme md5 tutorial is outdated

    so none of these could work and no page says so.

    this isn't good.



    i repeat, i'm willing to help if needed,  keeping the situation "as it is" now shouldn't be an option.

    somneoneshould take one day of its time and make the needed changes.

I guess you already figured it out, whats sad is I saw the first post but never occured to me what the actual issue was. i had the same exact problem but they have it documented in the wiki how to fix it i think or i figured it out myself can’t remeber but i do remember reading a lot of wiki posts. I would supply you with the link but i’'m at school blocked from most the site and i guess your already set another thing about blender that i guess is worth mentioning that (i’m unsure if it applies to all formats) whewn i exported my animations into md5 and model the begining coordinates for the loaded model and animations are differnt and when you attempt to translate or rotate its out of place, even if the model laoded a certain way and the aniamtions loaded inthe correct locatio, its a simple issue in the way blender exports and the way other models are laoded i think this link explains it  but i’m not sure HERE

keisangi said:

if docs were up to date all these could have been avoided.

What docs do you want to change and in what way?
Also, could you tell us how you solved your problem so others who may read this thread in the future can find the information?

keisangi said:

jme maintainer should put up a wiki or something if they want user to work uptodate docs for themselves.

Check the "wiki" link at the top of this site 
hevee said:

What docs do you want to change and in what way?
Also, could you tell us how you solved your problem so others who may read this thread in the future can find the information?
Check the "wiki" link at the top of this site 


yes, sorry i've just noticed anyone could edit the wiki, if i'm not mistaken, so i'll just do it..
i thought i needed maintainer to create me an account to access and edits docs on the wiki.
i'll try create an account tonight and see if i can update things directly. if yes i'll update what i can.
specificaly, i wanted to update the Exporting Textured .obj models from blender.
Make few screenshot and explaining how to do it in a bit more newbie friendly way.. (kind of "step by step blender obj for jme, with pics")
this doc update would answer the 2 questions you ask.
(namely: what did i wanted to change and how i solved my problem.  )
i'll see tonight or tommorow if i can make a new wiki page or edit the current one.
maybe i'd prefer make a new one.

but just in case, i'll say it here too:
at first i couldn't understand why the texture i was selecting were displayed fine in blender and nothing in jme.
obviously, i'm not used to blender, neither to 3d modeling..
the answer was simple once you get it (tnx to you ppl and all the amount of doc, tutorials and howto etc i had to go through i've finally figured it out ;)
the problem was, blender texture aren't used at all. period. you don't even need to setup 1 single texture (the old way i mean like create a material and apply a texture on it)
instead, you use UV image editor. all textures have to be selected and applied from there.
you have same kind of option as with the traditional way, like cube projection, sphere, cylinder etc etc..
the trick was that.
i've never tryed using UV texture before, didn't even know what is was for.
all i knew was the classic concept: create a material, select a texture, put it on the material, choose the projection and end of story.
UV texture works exactly the same as far as i can tell.. it's just a different place where you setup your model's textures.
if someone would use the traditional way, nothing would gets displayed at all in jme.
this and some other with tricks, like the need to recalculate the normals "inside" (this was in the wiki)
but i thought a big update, with current version of blender, (since some panel referenced in the wiki doesn't exist anymore and so) i thought a big update, or a new one alltogether would be cool to have.
not everyone is a master of blender and 3d concepts and jme.. a tutorial for blender and jme noob to sum it all ;)
(noob .. i mean me included ;)


i made the tutorial.
if there's mistakes or anything please tell me i'll update it.
http://www.jmonkeyengine.com/wiki/doku.php?id=howto_jme2_and_blender2.48

tnx

First, let me thank you in the name of future "noobs" for all the effort you put into this!

However there are a few points where the tutorial could be improved:



  • You should mention that it is advisable to use power of two sized textures to be compatible with most graphics cards.


  • Could you link one or two basic blender modeling and texturing tutorials - I assume you have found a few during your research for this problem? IMO That would be great addition to the tutorial.


  • One of the older tutorials you link (the xml one) contains the explanation of why you have to flip the normals under "Troubleshooting". You might want to plug that in instead of your "don't ask me why"...


  • I don't think yet another "how to set up a jME project in eclipse tutorial" is needed, especially not as a part of this tutorial. Loading models into an existing jME scene is clearly one step beyond getting your first project up and running. Putting too much information in one place will just make your tutorial longer, harder to follow, and most importantly duplicates information that will at some point in time have to be updated.

  • i didn't knowabout power of two sized texture. i'll add it.

  • i'll try to see if i can find up-to-date (blender 2.48) modeling tutorial.
    problem is most of thoses i've found ("noob to pro" included) are outdated, menu and hotkey changed etc..

  • i'll add the information about inverted normals

  • what i wanted to do was provide a basic all in one resource. only basic and simple info, you follow it from top to bottom, and you're ready to do the same in your own project. it's most certainly duplicated information, but
    at least i'm sure it all work together. i have tested it all. Once ppl are able to do the basic stuff like that, they can tweak it, test it and improve from it. But first the basic. Clear and simple..up-to-date, and working.
    I'm not trying to say other tutorials are bad. but they are sometimes too complex, or lack screenshots or are a bit outdated.. etc.. so i just made a new one. because existing ones while having the all problems i mentioned are still a gold mine for experienced users.
    As time passes on, if i do more tutorials i'd maybe want to cut this one in two.
    first : jme2 and eclipse setup, then, blender and exporting models ready to import in jme2.
    And link all the other tutorials i may do from one another.
    but until then i think i'll leave this one in one block.


thanks for the advices :)

Hi,



As one of the "future noobs", I'd just like to greatly thank the people

who worked on this tutorial.  I just spent all weekend wondering why

the obj format converter could not find my texture with the "texdir"

property.  I think I understand now, I simply had to tell the newer

ResourceLocatorTool where to look for my textures, and forget about

the property.



Then I ran into this problem where my blender test cube texture would not

map.  This blender/jme2 tutorial has saved me a lot of time and frustration.



Just had to say thanks,



devsajr