The problem is once I export the scend into jME and inset the code supplied. I get the error
“SEVERE: Uncaught exception thrown in Thread[LWJGL Renderer Thread,5,main]
com.jme3.asset.AssetLoadException: An exception has occured while loading asset: worm.mesh.xml”
and try and turn into into a “j30” file. But when i try and do that I get the error
“Unrecognized version number in dotScene file: 1.0 Child (worm) attached to this node (Models/test/worm-scene_node)
Trying to write asset failed, asset data null!
Import failed?
Could not locate saved file”
I follow the tutorial completely. I only export the .xml and I don’t export the environment settings…
I am not sure about the 3ds ogre exporter, I have had issues with it both in Ogre3D and jME. I ended up just using Wavefront .obj.
The Wavefront .obj exporter for 3ds is excellent, I have used it myself and jME has no problems with it. The only problem that jME has with wavefront is that objects has to be exported as groups, not objects. Which simply means that objects are marked with ‘g’ instead of ‘o’ in the .obj file - something that is easy to fix manually if you setup the export incorrectly.
@BigBob: For my 3ds models I’m using the obj-Format. JME can load it right away with the asset manager (like this: "assetManager.loadModel(“foobar.obj”);
The result is a spatial and therefore a savable which you can export with the BinaryExporter into a file.