use external window for your toolset UI, instead of trying to embeded the jme window into your tool window (via swing, javafx). that will allow to attach swing based tools, with javafx based tool, and to attach tool that are not made to work together.
make small and simple isolated tools instead of a cathedral, RCP framework
Can currently not log in to Wiki anymore. Don’t know why. Contacted @jayfella for this issue.
As soon as I can access the Wiki again, I will post your contrib collection there. Promised.
Ok this is super cool. I would be very interested in not only using it, but contributing things i may need in it. In particular some good bone and animation debug for direct blender imports.
Dunno if it would be any use to your project, I was working on a basic Swing filter parameter editor (and saver and loader for pre-sets) a while back, if’s something that can help out, lemme know, I feel like you are onto something quite special here =) keep up the good work btw!
I’m wondering about those two things…
I know you intend to use blender as scene editor… but the problem IMO is that you have to ressort to “dummy” objects that will weirdly translate into JME concepts…
Also material has never been 1:1 from blender to JME and that will be worst with PBR.
So a in house scene editor, material editor seems mandatory to me.
Aside of this… I was thinking if it wouldn’t be better to make some kind of CLI over the scene…
Paul already made a groovy scripting app, that basically allows you to do anything live in a scene. that, with an appropriate DSL, could be the basis for any scene editor/model viewer/terrain editor/animation debugger/material editor/add your own editor here. Implement features over it.
If something is not implemented… user can still just script it.
It would even allow to use newer versions of JME with new features.
Currently, I’m experimenting several ways to use blender as level editor (proxy, link, I expect a lot from the future asset library). And I’m using some empty objects to group, to define trigger area,… and they seems to be usable. The tricks is that I don’t use the blender => xbuf as a direct level to display, but as a source of data : translation, kind, maybe model. And use those data to setup the “entities” and to initialize a part of the jme scenegraph.
I’ll write more about my flow or maybe make a small video, when I’ll have time and finish some of my experiment.
Yes. I have some secrets plans based on blender node, but need motivation and some exploration.
So I agree for “in house” material editor, but not for scene/level editor. Level editor is often linked to entity management, and the way to define/load data.
I hope to see the emergance of a toolkit to create tool from the community.
PS: I’m not a fan of DSL, often cause lot of frustration.