Editor: jMonkeyBuilder

If you want to add SS Extension manually, you need to copy these libraries:

do you mean the terrain from IsoSurface demo?

I was missing “SimFX:1.0.5.jar” like you mentioned so I added that jar

I also just remembered now, but my current version of 3.2 (the prebuilt version from March on the main releases page ) had an error opening trees created in SimArboreal editor, so I’ll have to try and build the newest 3.2 when I have a chance and see if that fixes my error loading the j3s scene.

can you show the error?

java.lang.NoClassDefFoundError: com/simsilica/lemur/event/BaseAppState
	at java.lang.ClassLoader.defineClass1(Native Method)
	at java.lang.ClassLoader.defineClass(ClassLoader.java:763)
	at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
	at java.net.URLClassLoader.defineClass(URLClassLoader.java:467)
	at java.net.URLClassLoader.access$100(URLClassLoader.java:73)
	at java.net.URLClassLoader$1.run(URLClassLoader.java:368)
	at java.net.URLClassLoader$1.run(URLClassLoader.java:362)
	at java.security.AccessController.doPrivileged(Native Method)
	at java.net.URLClassLoader.findClass(URLClassLoader.java:361)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
	at java.lang.ClassLoader.defineClass1(Native Method)
	at java.lang.ClassLoader.defineClass(ClassLoader.java:763)
	at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
	at java.net.URLClassLoader.defineClass(URLClassLoader.java:467)
	at java.net.URLClassLoader.access$100(URLClassLoader.java:73)
	at java.net.URLClassLoader$1.run(URLClassLoader.java:368)
	at java.net.URLClassLoader$1.run(URLClassLoader.java:362)
	at java.security.AccessController.doPrivileged(Native Method)
	at java.net.URLClassLoader.findClass(URLClassLoader.java:361)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
	at java.lang.Class.forName0(Native Method)
	at java.lang.Class.forName(Class.java:264)
	at com.jme3.export.SavableClassUtil.fromName(SavableClassUtil.java:171)
	at com.jme3.export.SavableClassUtil.fromName(SavableClassUtil.java:203)
	at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:331)
	at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:483)
	at com.jme3.export.binary.BinaryInputCapsule.readSavableArray(BinaryInputCapsule.java:471)
	at com.ss.editor.extension.scene.SceneNode.read(SceneNode.java:238)
	at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:342)
	at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:242)
	at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:125)
	at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:109)
	at com.ss.editor.extension.loader.SceneLoader.load(SceneLoader.java:99)
	at com.jme3.asset.DesktopAssetManager.loadLocatedAsset(DesktopAssetManager.java:259)
	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 MainSA.Main.simpleInitApp(Main.java:66)
	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)
Caused by: java.lang.ClassNotFoundException: com.simsilica.lemur.event.BaseAppState
	at java.net.URLClassLoader.findClass(URLClassLoader.java:381)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
	at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:331)
	at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
	... 46 more

If I try to open or load trees into my game that were generated in the original simarboreal editor without going through the SS editor at all, it still fails on this version, and gives the following error (not sure if this is as relevant but I figured I’d add it just in case it helps :slight_smile:)

java.lang.UnsupportedOperationException
    at com.jme3.material.plugins.J3MLoader.readTechnique(J3MLoader.java:655)
    at com.jme3.material.plugins.J3MLoader.loadFromRoot(J3MLoader.java:777)
    at com.jme3.material.plugins.J3MLoader.load(J3MLoader.java:798)
    at com.jme3.asset.DesktopAssetManager.loadLocatedAsset(DesktopAssetManager.java:259)
    at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:373)
    at com.jme3.material.plugins.J3MLoader.loadFromRoot(J3MLoader.java:744)
    at com.jme3.material.plugins.J3MLoader.load(J3MLoader.java:798)
    at com.jme3.asset.DesktopAssetManager.loadLocatedAsset(DesktopAssetManager.java:259)
    at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:373)
    at com.jme3.asset.DesktopAssetManager.loadMaterial(DesktopAssetManager.java:394)
    at com.jme3.scene.Geometry.read(Geometry.java:629)
    at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:342)
    at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:483)
    at com.jme3.export.binary.BinaryInputCapsule.readSavableArray(BinaryInputCapsule.java:471)
    at com.jme3.export.binary.BinaryInputCapsule.readSavableArrayList(BinaryInputCapsule.java:587)
    at com.jme3.scene.Node.read(Node.java:744)
    at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:342)
    at com.jme3.export.binary.BinaryInputCapsule.resolveIDs(BinaryInputCapsule.java:483)
    at com.jme3.export.binary.BinaryInputCapsule.readSavableArray(BinaryInputCapsule.java:471)
    at com.jme3.export.binary.BinaryInputCapsule.readSavableArrayList(BinaryInputCapsule.java:587)
    at com.jme3.scene.Node.read(Node.java:744)
    at com.jme3.export.binary.BinaryImporter.readObject(BinaryImporter.java:342)
    at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:242)
    at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:125)
    at com.jme3.export.binary.BinaryImporter.load(BinaryImporter.java:109)
    at com.jme3.asset.DesktopAssetManager.loadLocatedAsset(DesktopAssetManager.java:259)
    at com.jme3.asset.DesktopAssetManager.loadAsset(DesktopAssetManager.java:373)
    at com.jme3.asset.DesktopAssetManager.loadModel(DesktopAssetManager.java:416)
    at com.jme3.gde.core.assets.SpatialAssetDataObject.loadAsset(SpatialAssetDataObject.java:94)
    at com.jme3.gde.scenecomposer.OpenSceneComposer$1.run(OpenSceneComposer.java:37)
    at java.lang.Thread.run(Thread.java:745)

it seems you have missed dependency :slight_smile:

The original library was done for old version of jME, I have made some changes with it for my plugin :wink:

I seem to be running into a conundrum in the JME3-JFX library, any keyboard input doesn’t seem to be registering. I’ve tried the TestJmeToJFXImageView.java and TestJmeToJFXCanvas.java, the only input that seems to work is from the mouse.

hm ok, I will look at these test :wink:

Thanks

I have re-checked it, it works perfect, you just need to make a focus on imageview/canvas, because in the JavaFX only focused controls receive key events.

I have updated these tests:
https://github.com/JavaSaBr/JME3-JFX/commit/bfe2c7ed19814bb235cffd982a6d8a7345543ef9

Thanks, it works now.

1 Like

ver. 1.1.0
-Added the new plugin to generate trees.
-Updated the Material Editor.
-Added integration with Bullet physics to Model Editor.
-Added an action to Asset Tree to open file/folder in system explorer.
-Added an action to Model Tree to make a material as embedded.
-Added a possibility to edit embedded materials inside Model Editor.
-Updated a control to set a texture for material, now we can configure all settings of this texture.
-Added a dialog to ask about unsaved changes when a user try to close an editor.
-Implemented java version of the Folder Chooser to open asset folder/other external folders and added an option to the Settings Dialog to enable/disable native Folder Chooser.
-Added an action to the Model Tree to save a material as a separated file.
-Improved usability and fixed bugs with UI.

1 Like

Played around with getting some models from sketchfab. Works pretty good! Does conversion from gltf default to pbr materials?

Also, how do you check out and play model animations?

I think you need to ask @nehon about this :wink: I just use his loader.

what do you mean?

Im trying to convert:

I seem to be running into an issue with the binaries not being found

I can’t find any place where I can see animations a model has and play them.