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-= Using Blender as a Intermediator Between 3dMax and the jMonkeyEngine SDK
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-:author:
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-:revnumber:
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-:revdate: 2016/03/17 20:48
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-:relfileprefix: ../
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-:imagesdir: ..
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-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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-The jMonkeyEngine SDK supports .blend files and can convert them to jMonkeyEngine's .j3o format. This means you can use Blender to convert, for example, a 3dMax file to .j3o format.
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-== Importing the .3ds file to Blender
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-I'm using the blender 2.59 at this tutorial, but if you blender 2.49b, no problem ;).
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-After you saved your .3ds file in 3dmax, open the blender, delete the default cube,
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-and import your .3ds file via File—→Import—–>3D Studio.
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-image::http://farm7.static.flickr.com/6088/6137146239_d38ee89f5e_b.jpg[6137146239_d38ee89f5e_b.jpg,width="",height="",align="center"]
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-== Saving the .blend file
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-Now save your .blend file so you can load it into the jMonkeyEngine SDK.
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-image::http://farm7.static.flickr.com/6063/6137146285_7e5e994702_b.jpg[6137146285_7e5e994702_b.jpg,width="",height="",align="center"]
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-== Importing the .blend file to the SDK by using the ModelImporter and BlenderSupport plugins
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-Click on Import Model button and then click on Open Model button to open the .blend file. Click next, select the checkbox to import a copy from .blend file, and click finish.
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-image::http://farm7.static.flickr.com/6081/6137146313_9b2987b231_b.jpg[6137146313_9b2987b231_b.jpg,width="",height="",align="center"]
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-== Edit your model in SceneComposer and "VOILA"
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-As you can see, the .blend model was automatically converted to .j3o binary format. Now, you are able to edit it in SceneComposer ;D.
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-image::http://farm7.static.flickr.com/6076/6137146323_ae6275602c_b.jpg[6137146323_ae6275602c_b.jpg,width="",height="",align="center"]
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