anchor.diff:  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
   
   
  -This section discusses how to create and import models from Blender3D (2.62+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
  +This section discusses how to create and import models from Blender3D (2.78+, see bottom of page for Blender 2.49 and before) to jME3. Furthermore it explains how you can create various typical game-related assets like normal maps of high-poly models and baked lighting maps.
   
   
   == Asset Management
  
positive.code: 
  To successfully import a texture, the texture *has to* be UV-mapped to the model. Heres how to assign diffuse, normal and specular maps:
  
  image:jme3/external/blender-material-4.png[blender-material-4.png,width="",height=""] image:jme3/external/blender-material-3.png[blender-material-3.png,width="",height=""]
  
  image:jme3/external/blender-material-2.png[blender-material-2.png,width="",height=""] image:jme3/external/blender-material-1.png[blender-material-1.png,width="",height=""]
  
  Its important to note that each used texture will create one separate geometry. So its best to either combine the UV maps or use a premade atlas with different texture types from the start and then map the uv coords of the models to the atlas instead of painting on the texture. This works best for large models like cities and space ships.
  
  
negative.code: 
  To create an animation from scratch do the following:
  
  .  Create the model.
  ..  Make sure your models location, rotation and scale is applied and zero / one (see "`Model Checklist`" below).
  +
  TIP: Did you know? You can make any model from a box by only using extrusion, this creates very clean meshes.
  
  .  Create the armature bones, don't forget to have one root bone!
  ..  Start by placing the cursor at zero.
  ..  Go to the `menu:Add[Armature > Single Bone]` menu and create the root bone.
  +
  image::jme3/external/blender-add-bone.png[blender-add-bone.png,width="",height=""]
  
  ..  Select the bone and go to edit mode (press kbd:[Tab]).
  ..  Select the root bone end and press kbd:[E] to extrude the bone, then start rigging your model this way.
  +
  IMPORTANT: Make sure your armatures location, rotation and scale is applied (see "`Model Checklist`" below) before continuing.
  
  .  Make the armature the parent of the model.
  ..  Make sure you are back in object mode (press kbd:[Tab] again).
  ..  First select the model object then select the armature object with kbd:[Shift] pressed, then press kbd:[Ctrl] + kbd:[P].
  ..  When you do this, you can select how the bone groups will be mapped to the model vertices initially. Select btn:[With Automatic Weights].
  +
  [NOTE]
  ====
  