When trying to convert models to the j3o binary through the SDK, I’m getting the following error: “Error Finding Blender Executable”
Is there anything special I need to do in order for the SDK to look in the correct spot to find Blender?
If it helps, I’m running on Mac OS X 10.6.8 (Snow Leopard), running Java 1.6.0_33, my blender version is 2.64, and I’ve installed all the SDK updates from last night.
This is because this feature is for the next release of the SDK which will bundle blender.
You need to copy a “blender” folder inside the jmonkeyplatform application folder, with a blender executable and 2.65 scripts folder, so basically this download: http://www.blender.org/download/get-blender/
Man, just yesterday I committed the first version, today theres a “support request” about it xD Hope theres some test feedback too
I guess I didn’t realize I was living that far on the bleeding edge
From my morning of tinkering and peeking at the code, here’s the feedback I can provide (on Mac):
The “blender” directory, MUST consist of the following structure: ./blender/blender.app/Contents/MacOS
The “blender” directory, MUST have a directory (within MacOS) named: ./2.65 (as mentioned)
The “blender” directory, MUST exist within /Applications/jmonkeyengine.app/Contents/Resources/jmonkeyengine
As exciting as it was for me to hack through all of this, it MIGHT be beneficial to have a preference be set somewhere to specify a working blender directory to use from within the SDK.
Lastly, while it looks like I was able to trigger the machinery and get things in the correct places, I wasn’t able to successfully convert a DAE to a j3o. I got an error message saying: No data stored for address . Rarely blender makes mistakes when storing data. Try resaving the model after making minor changes. This usually helps.
I can imagine this is probably just from a DAE that wasn’t “game safe/ready”. If anyone does have an example DAE to use, that would rock and I would love to test that one.
@jagwire said:
I guess I didn't realize I was living that far on the bleeding edge :)
From my morning of tinkering and peeking at the code, here’s the feedback I can provide (on Mac):
The “blender” directory, MUST consist of the following structure: ./blender/blender.app/Contents/MacOS
The “blender” directory, MUST have a directory (within MacOS) named: ./2.65 (as mentioned)
The “blender” directory, MUST exist within /Applications/jmonkeyengine.app/Contents/Resources/jmonkeyengine
As exciting as it was for me to hack through all of this, it MIGHT be beneficial to have a preference be set somewhere to specify a working blender directory to use from within the SDK.
Lastly, while it looks like I was able to trigger the machinery and get things in the correct places, I wasn’t able to successfully convert a DAE to a j3o. I got an error message saying: No data stored for address . Rarely blender makes mistakes when storing data. Try resaving the model after making minor changes. This usually helps.
I can imagine this is probably just from a DAE that wasn’t “game safe/ready”. If anyone does have an example DAE to use, that would rock and I would love to test that one.
All in all, this is really exciting stuff!
I didn’t realize you’re on mac (yes you wrote it but its all just dancing black dots before my eyes ;)) but actually its basically the same: unzip the blender zip (2.65) and put the “blender” folder in the jmonkeyplatform app folder As said, blender will be bundled with the SDK, not separately installed, but “hidden” in the application, just like that blender folder now. And it will be a version that 100% certified works with our importer and the rest of jME ^^
Btw I can imagine theres some cleanup steps needed, idk… If you come to try around with blender script system and find some generic cleanup lines that fix the issue, I’ll be glad to add them. Its easy to get into blender scripting, just open the blender text editor and look at the templates, then enable the display of the python function names in the UI if not enabled already. Then you can just enter code and press “run script”
I wanted to follow up on this thread, as I was able to confirm the process works/can work.
I made a simple box shape in sketchup, textured each outward face, and exported to DAE. Saved the DAE into my game’s assets folder, and converted to j3o. The j3o looks quite nice in the scene editor.
Thanks for the feedback, thats great to hear. As for other editors, I try to avoid that most of the time as squishing the exiting engine in a frame to just make some certain way of editing possible mostly ends in pain (most jME2 editors did that) I try to let the SDK functions be guided by the actual engine functions and by the actual issues / things people want to solve for jME games… That said all kinds of editors would be possible, even optional as plugins. Still the core features come together else than by looking at other editors I guess. Thanks for the input nonetheless, I will take a look at it.
I never had this problem before but all of a sudden I can’t import and get this error.
Trying to import with the green button instead ends up in another error saying
Could not find file Models/Models/ghost/ghost04-014cloth003armature003UV003/Models/ghost/ghost04-014cloth003armature003UV003.blend after copying to project folder!
Don’t know what that’s supposed to do but I’m not getting my converted j3o file.
Will try the above.
Edit / Update:
Running on Windows 7.
After moving my Blender installation to my jmonkeyplatform folder it works.
put the “blender” folder in the jmonkeyplatform app folder
To clarify I think it should be specified where to put them since there’s no “app” folder with JME.
I put the Blender folder in the “root” folder of jme, next to
bin
etc
harness
ide
java
jmonkeyplatform
platform
uninstall.exe