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Easy Ogre Exporter Feature Request

Posted: Sat May 05, 2018 8:19 pm
by AGP
I would like for EasyOgreExporter to allow you to parse the animations. A simple list like "walk" 0-20, "run" 25-35 would do, but it could also synchronize with the mixer automatically (it's banal to do that in MaxScript and I could post the code here if needed be). Also, I have need of OgreXML. I can still use the command line tools, but I don't know for how long that will work since they haven't been recompiled in a very long time.

Re: Easy Ogre Exporter Feature Request

Posted: Sat May 05, 2018 8:44 pm
by paroj
you should probably post request either here:
http://redmine.scolring.org/projects/eoe/issues
or here
viewtopic.php?f=8&t=68688
for them to get noticed

Re: Easy Ogre Exporter Feature Request

Posted: Sat May 05, 2018 9:24 pm
by AGP
I just did, thanks a lot.

Re: Easy Ogre Exporter Feature Request

Posted: Mon Nov 26, 2018 6:29 pm
by Ural_4320
Sorry for digging up a rather old discussion, but has this feature request been implemented in the latest builds? I'm still looking at several engines to create the game I want, and Ogre3D is the main candidate; having a complete, well thought easy export feature would be a big plus...

Re: Easy Ogre Exporter Feature Request

Posted: Sun Feb 24, 2019 5:56 am
by niubaty
Ural_4320 wrote: Mon Nov 26, 2018 6:29 pm Sorry for digging up a rather old discussion, but has this feature request been implemented in the latest builds? I'm still looking at several engines to create the game I want, and Ogre3D is the main candidate; having a complete, well thought easy export feature would be a big plus...
"The animations can also be defined directly in the track line using time tags (the time tag interface is on the right bottom of the track line)."
From: http://wiki.ogre3d.org/Easy+Ogre+Exporter
I tried, it worked, but the 3dmax2018 crashed after I export a model with a very lots of animations. It might has some bugs.