anchor.diff:  
   === Working With a Model
   
  -*  Open Windows&gt;SceneExplorer to view sub-nodes of the model
  -*  Open Windows&gt;Properties to view the properties of the model's nodes.
  +*  Open menu:Windows[SceneExplorer] to view sub-nodes of the model.
  +*  Open menu:Windows[Properties] to view the properties of the model's nodes.
   *  Click the cube button in the SceneViewer to toggle between Wireframe mode and Textured mode.
   *  Click the lightbulb to view Materials that require a light source
   
   
   === Notes About Model Assets
   
  -The original OgreXML `.mesh.xml`, `.scene`, `.material`, `.skeleton.xml` and `.blend` model files *will not be included* in the distribution `assets.jar` file of your distributed game, they are only available in the assets folder so you are able to recreate the `.j3o` file from the original if you ever come to change it in blender and have to export it again.
  +The original OgreXML `.mesh.xml`, `.scene`, `.material`, `.skeleton.xml` or `.gltf` model files *will not be included* in the distribution `assets.jar` file of your distributed game, they are only available in the assets folder so you are able to recreate the `.j3o` file from the original if you ever come to change it in blender and have to export it again.
   
   
   === About the SceneViewer and SceneExplorer window
  
positive.code: 
  Each jMonkeyEngine SDK project has its own internal AssetManager that has the projects assets folder registered as a FileLocator. When the project is run, the assets folder is compressed into a jar file and added to the projects main jar classpath. This way the editors in jMonkeyEngine SDK and the running game have the same asset folder structure.
  
  You might wonder why jMonkeyEngine SDK requires you to copy the model that is to be converted to j3o into the assets folder before. The Model Import Tool also copies the model and associated files to the project directory before converting. To load the model it needs to be in a folder (or jar etc..) that belongs to the projects AssetManager root. To load a model from some other folder of the filesystem, that folder would have to be added to the AssetManager root. If every folder that contains a model was in the root of the AssetManager, all textures named “hull.jpg for example would be the same for the AssetManager and it would only deliver the texture of the first model folder that was added.
  
  To have a valid jME3 object, the paths to textures and other assets belonging to the model have to be read with the correct, final path that can then be stored in the j3o object. The j3o object will use those paths when it is loaded with the AssetManager and it requires the AssetManager to deliver the assets on those paths, this is why the folder structure while converting has to be the same as when loading.
  
negative.code: = jMonkeyEngine SDK: Importing and Viewing Models
  :author:
  :revnumber:
  :revdate: 2016/03/17 20:48
  :keywords: documentation, sdk, tool, asset, scene
  :relfileprefix: ../
  :imagesdir: ..
  :experimental:
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  The jMonkeyEngine SDK imports models from your project and stores them in the assets folder. The imported models are converted to a jME3 compatible binary format called .j3o. Double-click .j3o files in the jMonkeyEngine SDK to display them in the SceneViewer, or load them in-game using the AssetManager.
  
  Presently, link:http://www.blender.org/[Blender 3D] is the preferred modelling tool for jME3 as it is also Open-Source Software and an exporter for GLTF files exists. View the 3D model <<jme3/features#supported-formats,Supported External File Types>> and their export/conversion options for more info.
  
  [WARNING]
  ====
  Blender no longer supports Ogre exporting as of version 2.8. It's highly recommended that you export and convert files using the GLTF type. Ogre will eventually be removed from this wiki.
  ====
  
  Also, see this link:http://www.youtube.com/watch?v=nL7woH40i5c[demo video] on importing models.
  
  == Installing the OgreXML Exporter in Blender
  
  The jMonkeyEngine SDK includes a tool to install the correct exporter tools in Blender to export OgreXML files. To install the exporter, do the following:
  
  .  Select menu:Tools[OgreXML>Install>Blender OgreXML] in the jMonkeyEngine SDK Menu
  .  If you are presented a filechooser, select the folder where your blender scripts reside
  .  Press "`Install`" in the window that opens.
  
  Also check out <<jme3/external/blender#,how to create compatible models in blender>> and <<jme3/intermediate/multi-media_asset_pipeline#,how to organize your assets>>.
  
  
  == Using the model files directly
  