When I did ray picking testing I got a geometry where the parent wasnt the j3o node (which I set the name for in code), a secondary container child node of this, so I had to get parent of parent on all j3o type loaded files to reach the node where I attached object user data (name, etc). I noticed however that the hierarchy of the geometry created one extra node level which was unexpected, but I got around that too. Created the model in Blender, made a UV map (actually opened a saved template and edited it in and reloaded that, Blender fortunately has a reload button so its fast to test out), converted to j3o in jMonkey (only worked if the UV map image was in the same directory as the model) and created a material for it where I could choose the same UV map texture (that had to be flipped), and voila the j3o loaded easily as a one liner. Haha, yes I am stuck at getting a cylinder to look right so I guess there will be some time before I can model something real. Somehow I got to get that smooth function to work only on the sides. I also have this problem in blender as it wants to smooth the top an bottom as well which ruins the point. But I had problems getting the cylinder smooth around as Sketchup shows them as smooth but the j3o created from the mesh/material results in surfaced sides. I did try a bit of modelling in Google sketchup which is very simple to work with, and my exported ogre mesh created two separate geometries, one for the top and bottom and another for the circumference surfaces. Do you create your UV texture maps in blender and save those so you can reload them in jme3? What is the preferred routine people have when working with 3d models in blender and want to use them in jme3? I’d love to hear how people go about with this. I guess to get another texture on the cylinder circumference I need to do full UV image editing? How would I go about doing that? I am very new to blender also so its quite a learning curve, but at least I was able to add a texture and normal map using simple generated mapping coords with a flat projection (top and bottom). What I really want is just a simple cylinder where I can have a texture on the top and another on the bottom as well as another one along the sides. A simple cylinder shape with a texture on top results in a j3o file where the texture is projected from the wrong axis. Please let me know of the best way to do this! I’d like to design my model in Blender, and assign the material (and texture) with code (due to code logic). īottom line is there a link to a tutorial with “.blender-j3o” topic? This might be the latest stuff so it might not be available yet. I tried looking into how to set them manually, but it seems difficult (BufferFloat or something). I think the problems is with setting the mesh’s texture coords, but the model from Blender does not have the textcoords at all (since i can’t convert from. Anyways even if it could i want to do this part programatically, not in Blender. I think i read somewhere of a way to have the blender file properly reference the texture image, but can’t find it any more. blend file to j3o i get an error that it cannot find the TextureAssets (TextureHelper null pointer, something like that). I tried playing with the materials and texture in Blender but when converting the. I tried that one Flip flag (true/false) didn’t help.
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