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- <article class="doc">
- <h1 class="page">Multi-Media Asset Pipeline</h1>
- <div id="preamble">
- <div class="sectionbody">
- <div class="paragraph">
- <p>Assets are files that are not code. Your multi-media assets includes, for example, your textures (image files), models (mesh files), and sounds (audio files).</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>You create textures in a graphic editor, for example <a href="http://gimp.org">Gimp</a>, and export them as PNG or JPG.</p>
- </li>
- <li>
- <p>You <a href="../how-to/modeling/blender/blender.html" class="xref page">create models</a> in a 3D mesh editor, for example <a href="https://www.blender.org">Blender</a>, and export them in GLTF, Wavefront OBJ, or any <a href="../../getting-started/features.html#supported-external-file-types" class="xref page">Supported External File Type</a>.</p>
- </li>
- <li>
- <p>You create sounds in an audio editor, for example <a href="http://audacity.sourceforge.net">Audacity</a>, and export them as WAVE or OGG.</p>
- </li>
- </ul>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="asset-pipeline"><a class="anchor" href="#asset-pipeline"></a>Asset Pipeline</h2>
- <div class="sectionbody">
- <table class="tableblock frame-all grid-all stretch">
- <colgroup>
- <col style="width: 50%;">
- <col style="width: 50%;">
- </colgroup>
- <thead>
- <tr>
- <th class="tableblock halign-left valign-top">DO</th>
- <th class="tableblock halign-left valign-top">DON’T</th>
- </tr>
- </thead>
- <tbody>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Import original models plus textures into <code>assets/Textures</code>.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t leave textures or models in a folder outside your JME project: The game cannot load or reference them from there.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Save sounds into <code>assets/Sounds</code>.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t leave audio files in a folder outside your JME project: The game cannot load or reference them from there.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Create low-polygon models.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t create high-polygon models, they render too slow to be useful in games.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Only use Diffuse Map, Normal Map, Glow Map, Specular Map in your models' materials.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t use unsupported material properties that are not listed in the <a href="../../core/material/materials_overview.html" class="xref page">Materials Overview</a>.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Use UV texture / texture atlases / baking for each texture map.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t create models based on multiple separate textures, it will break the model into separate meshes.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Convert original models to JME3’s .j3o format. Move .j3o files into <code>assets/Models</code>.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t reference original GLTF/OBJ files in your load() code, because these unoptimized files are not automatically packaged into the final JAR when using the SDK.</p>
- </div></div></td>
- </tr>
- <tr>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Agree on naming schemes and folder schemes with your artists early on to avoid confusion. E.g. keep naming schemes for bones and certain model parts. Try to keep your assets folder clean, its like your codes class structure.</p>
- </div></div></td>
- <td class="tableblock halign-left valign-top"><div class="content"><div class="paragraph">
- <p>Don’t mindlessly import downloaded models and other assets into your project without keeping a structure and knowing the files work. You can reimport, delete junk.</p>
- </div></div></td>
- </tr>
- </tbody>
- </table>
- <div class="paragraph">
- <p>Read on for details.</p>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="use-the-assets-folder"><a class="anchor" href="#use-the-assets-folder"></a>Use The Assets Folder</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>Store your assets in subfolders of your project’s <code>assets</code> directory. The <code>assets</code> directory is the default path where a JME game’s <a href="../../core/asset/asset_manager.html" class="xref page">Asset Manager</a> looks for files to load.</p>
- </div>
- <div class="listingblock">
- <div class="content">
- <pre class="highlightjs highlight"><code class="language-none hljs">jMonkeyProjects/MyGame/assets/Interface/ # .font, .jpg, .png, .xml
- jMonkeyProjects/MyGame/assets/MatDefs/ # .j3md
- jMonkeyProjects/MyGame/assets/Materials/ # .j3m
- jMonkeyProjects/MyGame/assets/Models/ # .j3o
- jMonkeyProjects/MyGame/assets/Scenes/ # .j3o
- jMonkeyProjects/MyGame/assets/Shaders/ # .j3f, .vert, .frag
- jMonkeyProjects/MyGame/assets/Sounds/ # .ogg, .wav
- jMonkeyProjects/MyGame/assets/Textures/ # .jpg, .png; also .mesh.xml+.material, .mtl+.obj,</code></pre>
- </div>
- </div>
- <div class="paragraph">
- <p>Prepare the <code>asset</code> folder structure for your individual project:</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Agree on a directory structure with the graphic designers.</p>
- </li>
- <li>
- <p>Create subfolders of <code>assets</code> in any way that suits your project (see example above). Stick with one system.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>If different assets belong together, create a parallel subdirectory structure for them.<br>
- Example: For car models, create <code>Textures/vehicles/car1/</code>, <code>Materials/vehicles/car1/</code>, <code>Models/vehicles/car1/</code>, , <code>Sounds/vehicles/car1/</code> (etc) directories now.</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>Agree on a file naming and numbering scheme with the graphic designers.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Are some assets used interchangeably? Systematic naming and numbering lets developers easily swap out assets by swapping out parts of the path String.</p>
- </li>
- <li>
- <p>Decide on naming standards for naming interactive parts (arms/legs) of animated models.</p>
- </li>
- </ul>
- </div>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p><a href="http://www.youtube.com/watch?v=HFR4socSv_E">Video: Horrible things happen if you mess up labeling your assets. Seriously. ;-)</a></p>
- </div>
- <div class="paragraph">
- <p>See also:</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>More details on <a href="../../core/asset/asset_manager.html" class="xref page">Asset Manager</a>, including tips how to work with assets when using other IDEs.</p>
- </li>
- <li>
- <p>Use <a href="../../sdk/asset_packs.html" class="xref page">Asset Packs</a> to bundle, share, and manage assets!</p>
- </li>
- </ul>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="create-textures-and-materials"><a class="anchor" href="#create-textures-and-materials"></a>Create Textures and Materials</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>Install a graphic editor such as Gimp or Photoshop. <strong>Consult the graphic editor’s documentation for specific details how to do the following tasks.</strong></p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Create textures in a graphic editor.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Save all textures to your prepared subfolders in the <code>assets/Textures</code> directory.</p>
- </li>
- </ul>
- </div>
- </li>
- <li>
- <p>(Optional) If you plan to use JME materials that you set programmatically from the code, create .j3m materials in the SDK.</p>
- <div class="ulist">
- <ul>
- <li>
- <p>Save these .j3m files into the <code>assets/Materials</code> directory.</p>
- </li>
- </ul>
- </div>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p>Storing the textures inside your project directory is necessary for the paths in JME’s binary model files (.j3o) to work. Treat the paths of your assets like class names of java classes, they define a specific asset. When you later generate .j3o files, and compile class files, and distribute the application, all paths and files need to be available in their final, absolute form.</p>
- </div>
- <div class="admonitionblock important">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-important" title="Important"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p>It is imperative to keep the same directory structure from beginning to end. If you ever change the assets directory structure, you have to do manual refactoring (just as for Java package name changes): Re-export all affected models, regenerate all affected .j3o files, and manually update all affected path Strings in your code.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="create-3d-models"><a class="anchor" href="#create-3d-models"></a>Create 3D Models</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>Install a mesh editor such as <a href="../how-to/modeling/blender/blender.html" class="xref page">Blender</a> or 3D Studio MAX. Reuse textures and materials as much as possible. <strong>Consult the mesh editor’s documentation for specific details how to do the following tasks.</strong></p>
- </div>
- <div class="admonitionblock tip">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-tip" title="Tip"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p>Note that UV coords are part of the mesh and not part of the material, so if you import your mesh successfully, you can later apply the texture again and it will map correctly.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Create 3D models in a mesh editor.</p>
- <div class="olist loweralpha">
- <ol class="loweralpha" type="a">
- <li>
- <p>Create efficient <strong>low-polygon models</strong>. High-polygon models may look pretty in static 3D art contests, but they slow down dynamic games!</p>
- </li>
- <li>
- <p><a href="../../core/material/j3m_material_files.html" class="xref page">Create materials</a> for your models either in the 3D editor, or in the jME3 SDK. Only use the following material features: <strong>Diffuse Map or Diffuse Color (minimum); plus optionally Normal Map, Glow Map, Specular Map.</strong><br>
- Every material feature not listed in the <a href="../../core/material/materials_overview.html" class="xref page">Materials Overview</a> is unsupported and ignored by JME3’s renderer.</p>
- </li>
- <li>
- <p>Unwrap the model in the 3D editor and generate a <strong>UV texture</strong> (i.e. one texture file that contains all the pieces of one model from different angles).<br>
- Don’t use multiple separate texture files with one model, it will break the model into several meshes.</p>
- </li>
- </ol>
- </div>
- </li>
- <li>
- <p>Export the model mesh in one of the supported <a href="../../getting-started/features.html##supported-external-file-types" class="xref page">Supported External File Types</a>.</p>
- <div class="olist loweralpha">
- <ol class="loweralpha" type="a">
- <li>
- <p><strong>Bake</strong> each texture into one file when exporting. Create a Texture Atlas.</p>
- </li>
- <li>
- <p><strong>Save exported models to subfolders of the <code>assets/Textures</code> (sic) directory, so they are together with their textures</strong>!</p>
- </li>
- </ol>
- </div>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p>See also: <a href="http://www.gamasutra.com/view/feature/2530/practical_texture_atlases.php">Texture Atlases on gamasutra</a></p>
- </div>
- <div class="admonitionblock important">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-important" title="Important"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p><strong>When I load the model in JME3, why does it look different than in the 3D editor?</strong><br>
- 3D models will never look identical in a game engine and in a mesh editor. Mesh editors are optimized for high-quality offline rendering, and many of the material and texture options simply do not work in a live rendering context such as games. Also, the shaders that render the materials in JME3 are different implementations than in your mesh editor’s renderer. Remind your graphic designers to <a href="../../core/material/materials_overview.html" class="xref page">focus on features that game engines support</a>.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="convert-3d-models-to-j3o-format"><a class="anchor" href="#convert-3d-models-to-j3o-format"></a>Convert 3D Models to .j3o Format</h2>
- <div class="sectionbody">
- <div class="paragraph">
- <p>Convert all models and scenes to jME3’s binary .j3o format to load() them. Use one of the conversion methods listed for the <a href="../../getting-started/features.html#supported-external-file-types" class="xref page">Supported External File Type</a> you have chosen.</p>
- </div>
- <div class="olist arabic">
- <ol class="arabic">
- <li>
- <p>Confirm that you exported the model into the <code>assets/Textures</code> directory (or subdirectories) together with all its textures.</p>
- </li>
- <li>
- <p>In the SDK, right-click the model and choose “Convert to j3o Binary”.<br>
- The paths in the j3o now reference files with an absolute <code>assets/Textures/…</code> path.</p>
- </li>
- <li>
- <p>Now, move the .j3o into the corresponding <code>assets/Models/</code> or <code>assets/Scenes/</code> directory.</p>
- </li>
- <li>
- <p>Use the AssetManager to load() the .j3o files.</p>
- </li>
- </ol>
- </div>
- <div class="paragraph">
- <p>This process ensures that the texture paths are correct, and it also keeps your <code>assets/Models</code> folder free from textures. You can reuse your set of textures for many models.</p>
- </div>
- <div class="sect2">
- <h3 id="must-i-convert-to-j3o-yes"><a class="anchor" href="#must-i-convert-to-j3o-yes"></a>Must I convert to .j3o? Yes!</h3>
- <div class="paragraph">
- <p>The .j3o file format is an optimized format to store parts of a jME3 scene graph for 3-D games.</p>
- </div>
- <div class="ulist">
- <ul>
- <li>
- <p>A .j3o file can contain one shape, one model, or a whole scene.</p>
- </li>
- <li>
- <p>Only .j3o files can store all of jme3’s material options and other features. Other formats can only be considered meshes with UV mapping data and always need extra work.</p>
- </li>
- <li>
- <p>.j3o files work seamlessly across platforms and can also be automatically adapted for certain platforms on distribution.</p>
- </li>
- <li>
- <p>(Optional) You can store the model’s physical properties, materials, lights, particle emitters, and audio nodes, in the .j3o file.<br>
- Use Java commands, or use the <a href="../../sdk/scene_composer.html" class="xref page">jMonkeyEngine SDK SceneComposer</a> as a user-friendly interface to add these properties.</p>
- </li>
- <li>
- <p>The default Ant build script of the SDK copies .j3o files, .j3m files, sounds, and textures, into the distributable JAR automatically.</p>
- </li>
- </ul>
- </div>
- <div class="admonitionblock important">
- <table>
- <tr>
- <td class="icon">
- <i class="fa icon-important" title="Important"></i>
- </td>
- <td class="content">
- <div class="paragraph">
- <p>Important: Unoptimized external model files (.mesh.xml, .material, .obj, .mat, .gltf, etc) are not bundled by the default SDK build script into the final game builds in the <code>dist</code> directory! If you or your customers try to run games containing code that loads non-.j3o models, you get a AssetNotFoundException <strong>Runtime Error</strong> (resource not found). Your final application code should only reference .j3o files. – Note that your developers will not get this runtime error when running development builds straight from the SDK.</p>
- </div>
- </td>
- </tr>
- </table>
- </div>
- </div>
- </div>
- </div>
- <div class="sect1">
- <h2 id="see-also"><a class="anchor" href="#see-also"></a>See Also</h2>
- <div class="sectionbody">
- <div class="ulist">
- <ul>
- <li>
- <p><a href="../../core/export/save_and_load.html" class="xref page">Save and Load</a></p>
- </li>
- <li>
- <p><a href="../../sdk/model_loader_and_viewer.html" class="xref page">Model Loader and Viewer</a></p>
- </li>
- </ul>
- </div>
- </div>
- </div>
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- <span class="prev"><a href="math_video_tutorials.html">Math video tutorial series</a></span>
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