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@@ -16,7 +16,7 @@ Like <<jme3/advanced/shape#,Shape>>s, 3D models are also made up of <<jme3/advan
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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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+. Save the files into a sub-directory 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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+
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[source,java]
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@@ -25,7 +25,7 @@ Spatial model = assetManager.loadModel(
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"Models/MonkeyHead/MonkeyHead.mesh.xml" );
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----
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-. (For the release build:) Use the jMonkeyEngine SDK to convert models to .j3o format. You don't need this step as long you still develop and test the aplication within the jMonkeyEngine SDK.
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+. (For the release build:) Use the jMonkeyEngine SDK to convert models to .j3o format. You don't need this step as long you still develop and test the application within the jMonkeyEngine SDK.
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== Creating Models and Scenes
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@@ -43,18 +43,18 @@ Learn how to create link:http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV
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To export your models as Ogre XML meshes with materials:
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-. jMonkeyEngine requires a matrial file to be named the same name as the model so prior to export you must name the material the same name as the model. The model will export files named `ModelName.mesh.xml` with a `ModelName.material`, plus (optionally) `ModelName.skeleton.xml`, and some JPG files.
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+. jMonkeyEngine requires a material file to be named the same name as the model so prior to export you must name the material the same name as the model. The model will export files named `ModelName.mesh.xml` with a `ModelName.material`, plus (optionally) `ModelName.skeleton.xml`, and some JPG files.
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. Open the menu menu:File[Export > Ogre3D] to open the exporter dialog.
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-. In the `File Path` field: Select a target subdirectory of your `Project Assets/Textures/` directory. E.g. `Project Assets/Textures/ModelName/`. See <<jme3/intermediate/best_practices#multi-media-asset-pipeline#,Best Practices>>.
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+. In the `File Path` field: Select a target sub-directory of your `Project Assets/Textures/` directory. E.g. `Project Assets/Textures/ModelName/`. See <<jme3/intermediate/best_practices#multi-media-asset-pipeline#,Best Practices>>.
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. In the panel at the bottom left of the export window toggle the following export settings:
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-** Swap Axis: xz-y
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+- Swap Axis: xz-y
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- [*] Separate materials
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-- [ ] Only Deformable Bones footnote:[Optional: If selected and you have an Armature with the model only deform bones are exported.]
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-- [ ] Export Selected Only footnote:[Optional: If selected you manually choose each object you want exported prior to export.]
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+- [ ] Only Deformable Bones footnote:[Optional: If selected, and you have an Armature with the model, only the deform bones are exported.]
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+- [ ] Export Selected Only footnote:[Optional: If selected, you manually choose each object you want exported prior to opening the export dialog.]
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- [*] Export Meshes
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-- [ ] Export Meshes Overwrite footnote:[Optional: If selected it will overwrite the exising files in the selected directory]
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+- [ ] Export Meshes Overwrite footnote:[Optional: If selected, it will overwrite the existing files in the target directory]
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- [ ] Armature Animation footnote:[Optional: Only used if the model contains an armature.]
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-** Trim Weights footnote:[Occasionally when exporting you may get a warning complaining about vertices weighted to to many bones. You are then asked to try increasing the trim weights option. Slightly increase this spinner and try exporting again. Repeat the process untill the warning goes away.]
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+- Trim Weights footnote:[Occasionally when exporting you may get a warning complaining about vertices weighted to too many bones. You are then asked to try increasing the trim weights option. Slightly increase this spinner and try exporting again. Repeat the process until the warning goes away.]
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- [*] Export Materials
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. Click export.
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