Note: wxOgreMeshViewer has been renamed to Ogre Meshy. At this point Ogre Meshy is very stable and robust tool, with lots of features, some of which may not be mentioned, but you're welcome to try them out, the exe works right out of the box.
Those who have read a few of my last posts may know I've been very busy, and still am busy.
Nonetheless, I was presented with a problem where I decided I could do a mesh viewer in less than a weekend, and this is what I've got.
I plan to share the source code later.
[s]The idea is to rip off LexiView[/s], actually the idea is to imitate LexiView's look 'n feel, because we Ogre users are used and familar with it.
Back in 2006-2008 there was a hype with Ogre tools, and LexiView was one of those great ones that came of it.
The problem is that LexiView is getting old. It doesn't load the latest mesh version, and is lacking some features we were needing.
Namely our particular problem was that LexiView doesn't display the exact animation time, which is a bummer if you're developing a sofisticated animation system that is sensible to millisecond accuracy. We were until 2 days ago guessing the animation times through iteration, trial and error.
Another problem with mesh viewers is that they forgot to mention which version of Ogre they're linked against. It was really frustrating to download like 5 mesh viewers just to get to the Ogre.log to find out they were as old as Ogre 1.0.2 (not even 1.2!)
Ogre Model Configurator looks compelling, but it lacked what we needed (animation time manipulation), and it was disappointing to see it crashed with some of our mesh models.
Show Mesh looks nice too, but it lacks a binary up to date version. Tools are usually meant to be used, not compiled. Of course it's awesome if it comes with source, but really the point is the *.exe right out of the box. Specially if there are so many posts in the end of people having trouble to compile it.
wxOgreMeshViewer is not complete, but I decided it was good enough for a sneak peek, because it's already usefull.
I decided to keep LexiView information tab even though we particularly don't use them all (for example it informs about the "volume" of the bounding box) it still may be helpfull for somebody.
What's lacking yet:
- [s]Only skeletal animation is supported[/s] Pose animation added in v1.0
- Material information on the mesh info tab is not displayed (only the name of the material is shown)
Note: Spline/Linear interpolation toggle does work
- Ability to view and manipulate the exact animation time
- Vertex declarations show their total size in bytes
- Vertex declarations are grouped by source (easier to spot cache unfriendly buffers)
- Center of the bounding box is displayed
- Load custom resources.cfg files on demand for full-featured materials
- Bones being displayed are easier to visualize
- Supports detecting "IK" or "placeholder" bones, and hide their link by ticking a checkbox (which makes bone visualization very hard to see)
- Supports sizing the bones being displayed
- Lighting setup configurable
- More intuitive pose key interface
- To switch to a different RenderSystem, delete ogre.cfg file and run the application again. Or you can use the -setup switch command line
- Free mode camera is not yet supported, despite being displayed in the menu
- The "power" spin control in the light dialog doesn't work
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Versions 0.6a and higher
Download version 0.5a (linked against Ogre 1.8.0 Byatis unstable)
Download version 0.4a (linked against Ogre 1.8.0 Byatis unstable)
Download version 0.3a (linked against Ogre 1.8.0 Byatis unstable)
Download version 0.2a (linked against Ogre 1.8.0 Byatis unstable)
Download version 0.1a (linked against Ogre 1.8.0 Byatis unstable)
In the future:
I plan to
a. [s]Release the source code under GPL[/s] DONE
b. [s]fix the listed non-working functionality[/s] ALMOST
c. [s]Make a nice installer with file extension integration[/s] DONE
Remember this is a 2-day work, and I have almost no free time
I don't expect you like this alpha version, but I do hope it can be useful to someone as it is now.