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@@ -16,7 +16,8 @@ To use 3D models in a jME3 application:
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. Export the 3D model in Ogre XML or Wavefront OBJ format. Export Scenes as Ogre DotScene format.
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. Save the files into a subdirectory of your jME3 project's `assets` directory.
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-. In your code, you use the <<jme3/advanced/asset_manager#,Asset Manager>> to load models as <<jme3/advanced/spatial#,Spatial>>s into a jME application.
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+. In your code, you use the <<jme3/advanced/asset_manager#,Asset Manager>> to load models as <<jme3/advanced/spatial#,Spatial>>s into a jME application.
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++
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[source,java]
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----
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Spatial model = assetManager.loadModel(
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@@ -30,7 +31,10 @@ Spatial model = assetManager.loadModel(
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To create 3D models and scenes, you need a 3D Mesh Editor such as link:http://www.blender.org/[Blender], with an OgreXML Exporter plugin.
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-*Tip:* Learn how to create link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[UV textures] for more complex models, it looks more professional.
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+[TIP]
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+====
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+Learn how to create link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics[UV textures] for more complex models, it looks more professional.
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+====
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3D model editors are third-party products, so please consult their documentation for instructions how to use them. Here is an example workflow for Blender users:
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