title: libGDX blender normal mapped material not correctly converted by fbx-conv
body: <p>I've textured a cube in blender 2.6. I assigned a color map from file cube.png to the cube. I assigned a normal map from file bump.png to the cube. I set the normal map to be a normal map and to influence normals. Blender displays the normal mapping correctly. I've then used fbx-conv 0.01 with option -o g3dj to get a readable file. The only warning I got was the RrSs thingie, which afaik can be safely ignored. I then opened the file to inspect the result. The texture structure does not reflect the normal map:</p>
  
  <pre><code>"materials": [
      {
          "id": "Material", 
          "diffuse": [ 0.800000,  0.800000,  0.800000], 
          "emissive": [ 0.800000,  0.800000,  0.800000]
      }, 
      {
          "id": "Material__bump_png", 
          "diffuse": [ 0.800000,  0.800000,  0.800000], 
          "emissive": [ 0.800000,  0.800000,  0.800000], 
          "textures": [
              {
                  "id": "bump_png", 
                  "filename": "bump.png", 
                  "type": "DIFFUSE"
              }
          ]
      }
  ], 
  </code></pre>
  
  <p>So basically it exports the last texture of the texture stack, and it exports it with standard settings, not as a diffuse map.</p>
  
  <p>What do I have to do (in Blender settings, I suppose) to have normal mapping exported correctly using fbx-conv?</p>
  
  <p><a href="https://stackoverflow.com/questions/20073933/3d-model-with-diffuse-and-normalmap-texture">3D Model with Diffuse AND Normalmap texture</a> suggests that normal map export should be supported. probably I am doing something wrong in blender?</p>
  
  <p>thanks a lot</p>
  
  <p>Wolfgang</p>