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New CeguiMeshViewer 1.2 - 1.4 Compatible (binary and source)
Posted: Fri Mar 24, 2006 11:48 am
Here it is.
Post for 1.4 compatible ceguimeshviewer is here
It is made to be integrated on you Ogre SDK and read your resources.cfg to provide group/mesh/material selector.
Features List :
- Mesh Optimisation (index cache, buffers build edge, tangent)
- All information possible on a Mesh are accessible
- Skeletal Animation, Pose Animation player
- Animation Optimizer
- Bone list, skeletal display
- Lod Generation
- Material Texture Previewer.
usual ogre key to move cam.
What it lacks from original cTh is material script edition in-editor.
ToDo for brave patchers :
- vizualise bone on mesh
- display wireframe over mesh
- material script edition
- integrate nfz shader parameter editor
- Light edition
- help page ?
- nice gui ?
- make add resource group button and use ceguifilechooser from wiki
- Command line support
- "maya style" object moving (from wiki article)
- nice icons in lists and tree
- refactor to use observer and messages between widgets. Then add plugin facility (mesh, uv, ragdoll, etc...)
(if you wish to edit GUI layout as Marti skin is a falagard cegui skin you'll need this
to edit it and edit tabs t)
license is ogre demo license.
Posted: Fri Mar 24, 2006 1:11 pm
This looks really good. Much better than the current cegui mesh viewer. Looking forward to test it later..
Posted: Fri Mar 24, 2006 2:10 pm
- Added a vc8 SDK 1.2rc1 binary compatbile demo on linked page.
-Updated source download too to include gui elements missing (new fonts that are in dagon cvs.)
Posted: Fri Mar 24, 2006 2:22 pm
this is really good, i love it, although i just downloaded the src and the binary however seems you might have forgotten to add the binary to zip
Posted: Fri Mar 24, 2006 2:28 pm
Awesome! Gui needs a little work (too messy?), besides that, really helpfull! Thank you!
Posted: Fri Mar 24, 2006 2:33 pm
tuan kuranes, zip doesn't contain an executable.
Posted: Fri Mar 24, 2006 2:37 pm
looks good, been looking for something to inspect my .mesh's
will compile and take a look
Posted: Fri Mar 24, 2006 2:54 pm
Posted: Fri Mar 24, 2006 3:53 pm
Sorry, now the binary zip contains the .exe
Posted: Fri Mar 24, 2006 5:36 pm
It is missing CEGUIFalagardBase.dll
, and has the plsm2 plugin in plugins.cfg.
You also need to edit resources.cfg and remove the last 6 entries in it.
I also experienced a couple crashes when selecting "All Groups" - it complains that nothing exsists in resourcegroup "All Groups".
It is also possible to select a material from a not loaded resourcegroup..
But: This is going to be great!!
I like that you can use the wasd keys to move around - maybe some keys/combos for rotating the mesh around the y axis?
Looking forward to seeing it on the official OGRE tools download page!
Posted: Fri Mar 24, 2006 5:59 pm
thanks jacmoe, Binary Zip is now fixed.
fixing "all group" problem just now.
About key, I prefer using http://www.ogre3d.org/wiki/index.php/Pick_Drag_Drop
with mouse and keys.
Posted: Fri Mar 24, 2006 6:22 pm
bugfix : Fixed "all group" and some material that cannot load its texture (those using rtt like compositor)
so yes, once again new source and binary.
Posted: Fri Mar 24, 2006 6:48 pm
Wow, awesome work! I'll take a look later tonight at this.
Posted: Fri Mar 24, 2006 7:13 pm
sweet its awesome.
Posted: Sat Mar 25, 2006 8:15 am
Posted: Sat Mar 25, 2006 10:40 am
- Fix optimize Buffer problem on some mesh
- Fix addTangent problem on some mesh
- Fix Pose player that didn't keep "pose" keyframe when selected/unselected.
(but all tests done only on "facial.mesh", as I do no have any other mesh sample with poses.)
so bug list is empty.
Posted: Sat Mar 25, 2006 1:38 pm
Posted: Wed Apr 05, 2006 9:48 pm
I am glad to see a mesh viewer that I can actually use "out of the box". I received DLL errors with the one on the official downloads page. I wanted to look through the forums before diving in to solve that problem, and here is a solution in easy-to-use form!
Even with the unfinished GUI, this is a very nice tool to have!
Thanks for the work that you have put in tuan kuranes, I appreciate it.
Posted: Tue Apr 11, 2006 11:38 pm
I've only just remembered to go back to this, and I like it. I've tweaked it a little locally to reuse the existing XML files, and to change the background of the viewport to something that doesn't blend in with unlit areas of white meshes, and to integrate the media. The gui still needs a little work but it's very nice.
This should replace the existing cegui meshviewer in ogreaddons.
Posted: Tue Apr 11, 2006 11:50 pm
Definately a good idea to make this the official meshviewer!
Just one feature-request:
When rotating something like the robot, it would be nice to have the option of aligning it again. Maybe also a key combo to only rotate around one axis.
Posted: Wed Apr 12, 2006 8:13 am
A very much off topic, but maybe related
How about creating a Material browser + editor? It should be quite simply, but immensely useful for me. Just imagine that you have .material scattered around in various directories.. and you just happen to forget where the heck is mytree.material.. and it should also has the 'Outline' feature where you can collapse or expand a block. It should be doable within 1 week, or maybe 1-2 days.
If only I can find a spare time to do this.
Posted: Thu Apr 13, 2006 8:49 am
If it could make its way in ogreaddons cvs, it would indeed be easier to maintain and accept patches.
I hope to soon have time to make some todo list item.
My top priority being GUI remake and model correct handling (with keys) and refactoring so that plugins can be added. (and add some plugins)
About GUI, I would just somewhat mimic original CTH viewer. (tree, tabs, menu, button) unless some original new proposals appears.
Posted: Thu Apr 13, 2006 9:50 am
About GUI... first thing IMO would be that it does not lock the mouse. It's difficult to use in windowed mode when it locks the mouse.
Posted: Thu Apr 13, 2006 10:03 am
@ klauss : Indeed, but that would surely add OIS as a dependency.
Posted: Thu Apr 13, 2006 6:21 pm
tuan kuranes wrote:but that would surely add OIS as a dependency.
I wouldn't mind that. Why... is that a problem?