This WaveFront OBJ exporter is able to manage a subset of Ardor3D objects. Each Ardor3D mesh is handled as a WaveFront object (keyword "o"), there is no support of groups yet. It's possible to export several meshes into the same file. The geometry isn't optimized, it's used as is, there is no attempt of reducing the vertex count and that's the same for normal count and texture coordinate count (it could be improved but it would complicate the computation of the offset which is basically the vertex count now). All attributes of material files already supported by Ardor3D are supported by this exporter ("Ni" would be welcome). It supports a very few index modes (triangles, quads, triangle strips and triangle fans). Quad strips should work, you just have to add them into the switch but I haven't tested that. This exporter doesn't support lines and points yet.
This WaveFront OBJ exporter is able to manage a subset of Ardor3D objects. Each Ardor3D mesh is handled as a WaveFront object (keyword "o"), there is no support of groups yet. It's possible to export several meshes into the same file. The geometry isn't optimized, it's used as is, there is no attempt of reducing the vertex count and that's the same for normal count and texture coordinate count (it could be improved but it would complicate the computation of the offset which is basically the vertex count now). All attributes of material files already supported by Ardor3D are supported by this exporter ("Ni" would be welcome). It supports a very few index modes (triangles, quads, triangle strips and triangle fans). Quad strips should work, you just have to add them into the switch but I haven't tested that. This exporter doesn't support lines and points yet.