Well boys and girls after much effort some things are becoming more clear.
After trying every conceivable way I could to get the thing to work exporting ogre or importing blend files I decided to export it using FBX then converting it to blend then to j3o.
Conversion from FBX to blend shows
Running blender as converter for file C:/Users/Robert/Documents/JMonkey/Tutorial/Experiment/assets/Textures/Eve/Eve.fbx
found bundled python: C:\Program Files\jmonkeyplatform\blender\2.78\python
Info: Total files 0 | Changed 0 | Failed 0
FBX Import: start importing C:\Users\Robert\Documents\JMonkey\Tutorial\Experiment\assets\Textures\Eve\Eve.fbx
FBX version: 7400
FBX import: Prepare...
Done (0.000000 sec)
FBX import: Templates...
Done (0.000000 sec)
FBX import: Nodes...
Done (0.000000 sec)
FBX import: Connections...
Done (0.000000 sec)
FBX import: Meshes...
Done (0.062400 sec)
FBX import: Materials & Textures...
Done (0.000000 sec)
FBX import: Cameras & Lamps...
Done (0.000000 sec)
FBX import: Objects & Armatures...
Done (0.000000 sec)
FBX import: ShapeKeys...
Done (0.000000 sec)
FBX import: Animations...
Done (0.031200 sec)
FBX import: Assign materials...
Done (0.000000 sec)
FBX import: Assign textures...
Done (0.000000 sec)
FBX import: Cycles z-offset workaround...
Done (0.000000 sec)
Done (0.171601 sec)
Import finished.
batch job finished, exiting
Blender quit
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
When converting from blend to j3o with a animation named Idle Lower
, three errors show up,
First, a second animation appears and I don’t know where it is coming from.
Found animation: Armature|Armature|Idle Lower|Armature|Idle Lower.
Second,
Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!
Yet the blender setting are Quaternion.
Third, 2 textures show up yet there’s only 1 material with a generated texture, ie diffuse.
Loading animations that will be later applied to scene features.
Found animation: Armature|Armature|Idle Lower|Armature|Idle Lower.
Found animation: Armature|Idle Lower|Idle Lower.
Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!
Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!
Loading model's textures.
Loading model's textures.
Loaded asset Eve
File Eve.blend saved successfully
Notified about change in AssetData properties for Eve
Eve listening for external changes on C:\Users\Robert\Documents\JMonkey\Tutorial\Experiment\assets\Textures\Eve\Eve.blend@6b86e00e:734d7014
Set original path for Eve to Textures/Eve/Eve.blend
Removing asset Textures/Eve/Eve.blend, from cache via main asset Eve.
Removing asset Common/MatDefs/Light/Lighting.j3md, from cache via main asset Eve.
Same animation with name changed to Idle Upper
. The phantom animation name stays the same but the actual animation name does change.
Other erros are still there.
Loading animations that will be later applied to scene features.
Found animation: Armature|Armature|Idle Lower|Armature|Idle Lower.
Found animation: Armature|Idle Upper|Idle Upper.
Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!
Animation uses both euler and quaternion tracks for rotations. Quaternion rotation is applied. Make sure that this is what you wanted!
Loading model's textures.
Loading model's textures.
Loaded asset Eve
File Eve.blend saved successfully
Notified about change in AssetData properties for Eve
Eve listening for external changes on C:\Users\Robert\Documents\JMonkey\Tutorial\Experiment\assets\Textures\Eve\Eve.blend@6b86e00e:4bcfed41
Set original path for Eve to Textures/Eve/Eve.blend
Removing asset Textures/Eve/Eve.blend, from cache via main asset Eve.
Removing asset Common/MatDefs/Light/Lighting.j3md, from cache via main asset Eve.
After restarting the SDK if the error appears the j3o will load into scene composer and the phantom animation is there along with the real animation, but neither will play. After deleting the phantom animation and renaming still doesn’t play.
If I open the converted blend file
the Quaternions are set to Euler, the root Bone is freaking massive in scale, the models mesh is smaller than it should be and doesn’t match the rig. The NLA tracks are now dope sheet actions with keyframes and there’s a extra default material.
Edit: forgot to mention the phantom animation also shows up in the converted blend.
And here we are.