First Result of my experimenting with xbuf in JME 3.1 beta 1 :
hope it helps xbuf developers.
it seems xbuf importer does not import specularity settings from blender.
Animation importing works pretty well in xbuf.
First Result of my experimenting with xbuf in JME 3.1 beta 1 :
hope it helps xbuf developers.
it seems xbuf importer does not import specularity settings from blender.
Animation importing works pretty well in xbuf.
I’d say xbuf is more correct than the blender importer regarding specularity. This girl look ridiculously wet with blender exporter.
actually it is not a problem which one looks better because we can change it in blender.
you mean it also look ridiculously wet in blender?
here is how it looks in blender:
with specularity = 1
with specularity = 0
I think it would be easy to include this value when exporting from blender to xbuf.
FYI, loader2 will replace loader after more test and integration with the jme3_xbuf_remote (and so blender’s xbuf render).
@Ali_RS, I’ll look at your issue tomorrow. specular and specular Map should be supported. thanks for your feedback.
@nehon, using jme’s SkeletonControl or the fork, will be configurable.
Second result : Animations
importing an animated model with one rig and separated meshes .
Xbuf importer:
as you see it just keep one AnimControl for all meshes with same animation which is pretty cool.
Blender Importer :
it copies the same AnimControl for each mesh which might be pretty annoying or may not (because you can play separate animation for each mesh )
So animation importing is pretty well with xbuf.
@Ali_RS thanks a lot for doing all these tests, since i’ve never found the willingness to do them myself.
You’re welcome.
Really glad that you like it.
Unfortunately my knowledge is so less to contribute in this and many other similar projects
so testing them and reporting bugs is the least I can do for JME. Will be glad if I can be any help.
I have a new lawn mower that needs testing on my unkempt lawn, are you free on the weekend ?
Third Result :
1- Auto bake animation when exporting to xbuf (no need to manually bake it in blender). So you can keep the main (unbaked) animation in blender for future edit .
2-Loading .xbuf is pretty much faster than loading .blend in run time.
like using that nla strip crap as used by the ogre exporter, or some other animation baking ?
I should hope so