"java.nio.BufferOverflowException" with armatures

Hi all,
I was trying to use a blender model, the model was ok, i can use it and view it but when I create the armature and animated it, the sdk dont show the model (with the view model on the assets manager), and I can convert it but if I use the converted j3o just get me to this:

[java]jun 16, 2013 4:53:44 AM com.jme3.app.Application handleError
SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
at java.nio.DirectFloatBufferU.put(DirectFloatBufferU.java:325)
at com.jme3.animation.SkeletonControl.resetToBind(SkeletonControl.java:189)
at com.jme3.animation.SkeletonControl.controlRender(SkeletonControl.java:132)
at com.jme3.scene.control.AbstractControl.render(AbstractControl.java:97)
at com.jme3.scene.Spatial.runControlRender(Spatial.java:579)
at com.jme3.renderer.RenderManager.renderSubScene(RenderManager.java:657)
at com.jme3.renderer.RenderManager.renderSubScene(RenderManager.java:667)
at com.jme3.renderer.RenderManager.renderSubScene(RenderManager.java:667)
at com.jme3.renderer.RenderManager.renderSubScene(RenderManager.java:667)
at com.jme3.renderer.RenderManager.renderSubScene(RenderManager.java:667)
at com.jme3.renderer.RenderManager.renderScene(RenderManager.java:642)
at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:976)
at com.jme3.renderer.RenderManager.render(RenderManager.java:1031)
at com.jme3.app.SimpleApplication.update(SimpleApplication.java:251)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:151)
at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:185)
at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:228)
at java.lang.Thread.run(Thread.java:722)

been searching through the forums and see some similar problems, but the only one similar to my issue is the 4 bones per vertex, and dont know how to fix that xD can someone please give me some solution or advice?

sorry for my bad english :frowning:

Thanks so much

forgot to mention that I applied all transforms and rotations on armature and model, set origins to 0,0,0, and updated the sdk just this morning.

How many bones are you using? we only support 256

mm just like 20 or 30, but thanks for the answer, ill try to upload the model to mediafire so all can see



just an old simple an bad model xD, doesnt work for me, but if you delete armature and vertex groups just works, can anyone help?

Also from mediafire: http://www.mediafire.com/download/aawcmpk30kezq21/character.blend

You’ll have issue anyway with the blender loader and skeletal animations, because all the constraint types are not yet supported.
I suggest you try with the ogre exporter.

I tried but dont really get anything, downloaded 2 exporters and both two gave me errors xD

Any “official” exporter or advice?


see details in this post

Try moving the ogre addon to the blender scripts folder file manually. installing the ogre addon from jme 3 simply creates an ogre file in a folder you selected it,if you cant find you can download it from internet

Plus ive been exporting ogre meshes from blender 2.67

Sorry,i posted under the wrong topic