(Continuing my original reply / breaking this into part 2):
In January 24 2026, I was hitting a wall with the 95% completion of the entire .m3g 1.1 api (specially with Sprite3D and the LOD system), this is when I decided to reach in this forum, as the Malaysian scribd .ppt pointed “some of the Khronos group” people participated in that conference. I had to take a long shot. I’m glad you have replied @markc .
In February 2026, I finally finished porting the .m3g API into Blender 3.6, with the help and feedback of 2 other .m3g coders (original game developers). One from FB (Russia) and one from Discord (Brazil). Their feedback was super brief, probably a paragraph or so about “compositing mode” (which are just the modern equivalent of Blender’s blending modes), and how the .m3g “custom properties” could send parameters/values from the model to the .java code. This was astonishing to me. With the coding book examples from Claus, and these other programmers, I was finally to map out 22 years of silence about the .m3g format and complete a fully working 2026 exporter in Blender 3.6.
I am aware the format is in “open source”. And I want to give every original java game coder the opportunity to access it with better visuals from Blender 3.6 to create new games.
2 Things worth mentioning about this digital archeology restoration, @markc :
We’re not limited to hardware anymore, and the format loads faster than anything out there in 3D at the moment.
There is a J2ME emulator running on Android phones with the entire potential of modern hardware. Sound, videogame length or longer gameplay is now possible, and I’m working some demos to showcase.
Please let me know if I can tag you/email you about these things, since there’s no one else left from the original team that remember more details. (yes, I went as far as writing to the company in JP -the one making car UI dashboards) to see if I could get a copy or archived file of the “mascot capsule 3D” software. I’ve seen the compiled api in github, but it’s something I don’t understand, as there is no documentation.
Regarding the mtra, btra, exporters from fbx to those formats or the evolution of .h3t to converting to those formats, yes, I’m aware. I went as far as checking the entire Japanese userbase and got the .m3g exporter for metasequoia. Unfortunatelly it needs a paid Metasequoia version to make it work. So it was back to 3ds max old forums, specially mobilefish website that got the spark going when I hit another dead wall in the .m3d development when I was testing FOG and other things.
During this process, I learned about the Sony Ericsson SDK and how midlets work and sync from the laptop to the phone, which, by our 2026 standard, is pretty much “plug and play”. But with real hardware you need to deal with additional layers of troubleshooting hardware and software.
As for the github where I’m putting it all together, you can see it here>>
About your long replies: Don’t worry, be as detailed as you can. I appreciate the brief walkthrough of the evolution of the .m3g format and the companies around it.
I’ll keep checking this thread regularly as I make progress or in case you reply.
Thanks!
Pierre.