well, after this model license thing i've tried to export karga models to collada format. the results weren't nice. my models are skinned with 3dsMax physique modifier which collada exporters (both max's builtin and openCollada) don't support

they want skin modifier. i've found this annoying since pyhsique and skin modifiers are essentially equivalent.
i've found a plugin to convert physique modifier to skin and it succesfully f*cked up my models

considering most of the ready to buy models are skinned with physique modifier, i've begun to question real world usability of this collada thing..
looking for alternatives, i've figured that Ogre3D plugin for max (ogremax) is very nice. it supports both modifiers and has lots of export options to organize things. it's also nice that options are saved with max file.
i was about to dive into Cyberkilla's Ogre loader and fix it then I found jME has a mature Ogre loader. after some going mad and bumping my head to wall period i've managed to import its data into Bones. it was kind of hard because it's internal working is slightly different from Ardor's. for example, in jME's root joint's rotation is baked into all joint's inverseBindMatrix. anyway, i managed to use it

Bones now can load skins via either Ardor's Collada loader or jME's Ogre3D loader. It's API is beginning to mature. i especially tried to make it match to jPCT semantics. it also have import script files for windows and *nix which convert Collada and Ogre skins to Bones binary format. I've uploaded the new version, it's downloadable
A screen capture of a skin loaded with jME's OgreXml loader:
http://www.youtube.com/watch?v=dGaaxiSwH_Ycheers

note: hope model license wont be a problem this time. i've wrote to jME forums but couldnt get an answer yet. that model originates from Ogre3D's samples and used in jME's samples. i guess i can use it too
