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Welcome to the JmeModelEditor wiki!
JmeModelEditor is a utility to quickly load and view jMonkeyEngine compatible models. Easily validate your models and scenes before implementing them in your application.
Although JmeModelEditor is able to load a variety of formats (.blend, .obj, .gltf, ...) it is recommended to (only) use the jMonkeyEngine binary .j3o format. The JmeModelEditor is developed with the idea of being the last step in the asset pipeline: to validate the conversion process and try out some minor adjustments to the look and feel of the model.
The conversion to the binary .j3o format can be done using the jMonkeyEngine SDK or by some CLI utilities like JmeConverter or JmeConvert.
See the Release page for the release notes and the latest stable release.
Some models don't store the textures inside the file (packed) but point to a location on the file system. In this case, you should add the relative root folder to the asset root paths. You can edit the asset root paths, by clicking on the Open settings
icon in the toolbar.
eg. When the model /Users/rvandoosselaer/assets/Models/Jaime/Jaime.j3o
uses Models/Jaime/diffuseMap.jpg
as texture, you should add the folder /Users/rvandoosselaer/assets
as an asset root path.
💡 In cases where a texture could not be resolved, the log will give you additional information in locating the textures:
[jME3 Main] ERROR com.jme3.texture.Texture - Cannot locate texture Models/Jaime/diffuseMap.jpg (Mipmapped) [jME3 Main] ERROR com.jme3.texture.Texture - Cannot locate texture Models/Jaime/NormalMap.jpg (Mipmapped)
Depending on the material of your model, it will require lights to be displayed. You can enable different lights (Ambient, Directional, Light probes) and their settings in the Scene tab in the panel on the right.