So I got Ubuntu up and running on my tablet, but found that the jME SDK doesn't work on it well enough to be usable. NetBeans and Eclipse work fine though so I wrote a quick command line utility to convert .blend and OgreXML files to .j3o format. File paths are specified as absolute or relative to the current working directory. If you don't specify an output file it just saves it in the same directory as the input file with the same filename. Run
java -jar 2j3o.jar --help for usage.
Converts a model in .blend or OgreXML format to jMonkeyEngine .j3o format.
java -jar 2j3o.jar [options] [-m material] <input> [-o output]
-t Generate tangents
-k Use Mikktspace tangents, assumes -t
-w Overwrite existing files
-m Load j3m material file
-o Output file
If you're loading a material file with textures it is recommended that at least one of your files, input model, output j3o or material file, be stored in your game's assets directory so 2j3o can find the referenced textures. 2j3o will search the paths of the files for an assets directory and assume that to be the assets directory for your game.
So for example:
java -jar 2j3o.jar -m assets/Materials/mymat.j3m ../../Blender/Models/MyGame/mymodel.blend -o assets/Models/mymodel.j3o
In the above 2j3o.jar would be executed from the project folder and would correctly locate the assets directory. The model to convert is stored in subfolders of the Blender directory which is two directories up from the project directory.
If there are no referenced textures it doesn't matter if 2j3o finds the assets directory or not.
P.S. I have not tested this on Windows.
P.P.S. In my opinion the Blender Loader logs a lot of
Level.SEVERE events that should probably be