The Story
So still working on the Grave Runner project, all was going well but then I hit a brick wall. I have made an animation complete with rigged bones and everything. The problem was I should have researched which files I have to export them in. Heed my advice this is a very important thing to do! trust me because apparently Jmonkey is not compatible on with Maya because maya is not able to export objects or animations into xml files without pro scripting skills.
The Problem
Yeah apparently Jmonkey only takes in xml files when it comes to animating meshes (simple .obj are ok if you are not going to animate them). I tried to solve the problem with maya for three weeks looking at old outdated forums from 2008, desperately trying to find a solution. The whole class is counting on me to solve the problem and if I can't solve it we would be forced to change our UDK and that would set us back five months in developing time. No one wants to do that!
The Solution
After hundreds of forums, twenty different downloads and thirty times of backtracking I finally solved the problem! And the solution was... switching to blender and that solved everything mostly everything animation wise. Hello Blender my old friend.
Epilogue
Now i'm back on track with animating but in Blender this time. the only small problem i ran into was importing the mesh with the Uv mapping intact but the solution was very simple just export the mesh into an .obj.
Not .fbx because that's what i did at first
(I added some Ik handles after i took this screen)
As you can see Grim is fully imported in Blender and it is rigged and ready to go (animate that is).