foobar, do you have disconnect bones? it might also be a good idea to have your root with zero transformation, actually im not sure if this is required.f00bar wrote:Thanks a lot for all your work.Ok, I've merged the config patch and made some improvement to it
PS: For me, the skeleton has a different orientation than the mesh at the moment (official blender 2.56a). But maybe I do something wrong.
Blender26 Ogre Exporter
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- Greenskin
- Posts: 107
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Re: Blender25 Ogre Exporter + extended .scene format
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- Kobold
- Posts: 39
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- Location: Paris, France
- x 2
Re: Blender25 Ogre Exporter + extended .scene format
Hi,
As noted elsewhere on this forum, Blender 2.57 RC is out, and it is the first non beta release !
http://www.blender.org/ => http://download.blender.org/release/Blender2.57/
We do have some compatibility issues, but I am confident it will not be much trouble
See you soon,
SRombauts
As noted elsewhere on this forum, Blender 2.57 RC is out, and it is the first non beta release !
http://www.blender.org/ => http://download.blender.org/release/Blender2.57/
We do have some compatibility issues, but I am confident it will not be much trouble
See you soon,
SRombauts
http://www.srombauts.fr, comments from an Android developer
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- Kobold
- Posts: 39
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- Location: Paris, France
- x 2
Re: Blender25 Ogre Exporter + extended .scene format
First release for Blender 2.57 is out, enjoy !
http://code.google.com/p/blender2ogre/downloads/list
Cheers,
SRombauts
http://code.google.com/p/blender2ogre/downloads/list
Cheers,
SRombauts
http://www.srombauts.fr, comments from an Android developer
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- Gnoblar
- Posts: 1
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Re: Blender25 Ogre Exporter + extended .scene format
This seems to be the problem I'm having. I can't activate the addon and it complains I don't have write permission. Any idea how to work around this in Windows 7?The file is generated in the blender folder if not found there, maybe a problem for users without write permission.
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- OGRE Retired Moderator
- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
Re: Blender25 Ogre Exporter + extended .scene format
Does B25 feature an installer now?
If so, choose the user directory option, instead of the app directory option for storing settings.
If so, choose the user directory option, instead of the app directory option for storing settings.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
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- Kobold
- Posts: 39
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- Location: Paris, France
- x 2
Re: Blender25 Ogre Exporter + extended .scene format
Yes, and please try the last version of the addon script, the 0.3.3 that addresses this issue : the config file is now created in the config/scripts directory.jacmoe wrote:choose the user directory option, instead of the app directory option for storing settings.
I've also renammed the script io_export_ogreDotScene.py to respect Blender policies.
SRombauts
http://www.srombauts.fr, comments from an Android developer
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- Gnoblar
- Posts: 1
- Joined: Thu Apr 07, 2011 8:05 am
Re: Blender25 Ogre Exporter + extended .scene format
Hi all
I use purebasic 4.60, which use ogre 1.7 as engine3D.
So i don't know how to compile ogre.
But, when I try to convert my blend file (2.49b or 2.57) > xml >mesh, I have an issue :
the conversion is made in xml, and I use the ogreXmlConverter.exe too to convert the mxl to .mesh.
- But the format of my OgreXmlConverter.exe is too old (serializer 1.4).
So I would like to know if someone could post a new version of ogreXmlConverter.exe (for windows Xp), because the version on the ogre site is the 1.6.3, and I'm looking for ogreXmlConverter.exe for ogre 1.7x.
Please can you post this tool for windows ?
Thank very much !
EDIT / ok, I have found the OgreXmlConverter.exe in the OgreSDK. But I don't understand because OgreMessy said me that the .mesh is in an old format, even if I use the OgreXmlConverter.exe (SDK 1.7.2), even if I use the OgreMeshUpgrader.exe tool.
Do you know how I can resolv that ?
Thank you again.
I use purebasic 4.60, which use ogre 1.7 as engine3D.
So i don't know how to compile ogre.
But, when I try to convert my blend file (2.49b or 2.57) > xml >mesh, I have an issue :
the conversion is made in xml, and I use the ogreXmlConverter.exe too to convert the mxl to .mesh.
- But the format of my OgreXmlConverter.exe is too old (serializer 1.4).
So I would like to know if someone could post a new version of ogreXmlConverter.exe (for windows Xp), because the version on the ogre site is the 1.6.3, and I'm looking for ogreXmlConverter.exe for ogre 1.7x.
Please can you post this tool for windows ?
Thank very much !
EDIT / ok, I have found the OgreXmlConverter.exe in the OgreSDK. But I don't understand because OgreMessy said me that the .mesh is in an old format, even if I use the OgreXmlConverter.exe (SDK 1.7.2), even if I use the OgreMeshUpgrader.exe tool.
Do you know how I can resolv that ?
Thank you again.
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- Halfling
- Posts: 57
- Joined: Sun Feb 15, 2009 4:00 am
- x 1
Re: Blender25 Ogre Exporter + extended .scene format
Thanks a lot. That's a nice little tool you created. I got it now. I thought I tried every option for 'swap axis', but now that I try again it works. I have to use xz-y for 'swap axis'. The default of the button is -xzy for me. The skeleton seems to not be affected by that setting.hartsantler wrote:foobar, do you have disconnect bones? it might also be a good idea to have your root with zero transformation, actually im not sure if this is required.
The newest ogre meshy is compiled against ogre 1.8, the ogre version in development. Maybe that's why it says it is an old mesh format, because the mesh was not converted by the 1.8 converter. However, if your game uses 1.7 you should not care about the warnings in meshy._blendman wrote:EDIT / ok, I have found the OgreXmlConverter.exe in the OgreSDK. But I don't understand because OgreMessy said me that the .mesh is in an old format, even if I use the OgreXmlConverter.exe (SDK 1.7.2), even if I use the OgreMeshUpgrader.exe tool.
Do you know how I can resolv that ?
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- Gnoblar
- Posts: 2
- Joined: Mon Apr 18, 2011 3:38 pm
Re: Blender25 Ogre Exporter + extended .scene format
Are there any updates in future for the exporter?
I have some trouble with the material file and get a lot of single meshes if i try to export a house (10.000 vert's)?
I have some trouble with the material file and get a lot of single meshes if i try to export a house (10.000 vert's)?
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- Halfling
- Posts: 73
- Joined: Sun Dec 14, 2008 4:25 am
- x 3
Re: Blender25 Ogre Exporter + extended .scene format
i just started looking at this exporter again, and one thing that looks weird for me, is the top info bar is doubled with the addon enabled
i have the default info bar, followed by the ogremeshy buttons, then file,add,render (again) then the other exporter buttons
not sure if that is a limitation with blender, or im doing something wrong, using 0.3.3 of addon and blender 2.57a
i have the default info bar, followed by the ogremeshy buttons, then file,add,render (again) then the other exporter buttons
not sure if that is a limitation with blender, or im doing something wrong, using 0.3.3 of addon and blender 2.57a
IRC Nick: Jake-GR
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- Gnoblar
- Posts: 1
- Joined: Mon Nov 01, 2010 2:31 am
Re: Blender25 Ogre Exporter + extended .scene format
Thanks for the exporter
Keep up the very good work!
Keep up the very good work!
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- Gnoblar
- Posts: 23
- Joined: Mon Apr 25, 2011 11:04 am
- x 1
Re: Blender25 Ogre Exporter + extended .scene format
Hello,
I'm a beginer on this and i need to learn how to use the script to export from Blender 2.5 to Ogre.
I've tried it with a textured mesh and this is what i obtain:
- cube.mesh.xml
- texture.png
- scene.scene
- scene.scene.rex
- scene.material
But I'm looking for the .mesh file. So i tried to use the OgreXMLConverter tool in order to convert the cube.mesh.xml to cube.mesh. But this is what i obtain in log:
11:47:13: Creating resource group General
11:47:13: Creating resource group Internal
11:47:13: Creating resource group Autodetect
11:47:13: Registering ResourceManager for type Mesh
11:47:13: Registering ResourceManager for type Material
11:47:13: Registering ResourceManager for type Skeleton
11:47:13: XMLMeshSerializer reading mesh data from C:\Users\MainUser\Desktop\Blender\Modelado\Exporter\Cube.mesh.xml...
11:47:13: Reading geometry...
11:47:13: OGRE EXCEPTION(5:ItemIdentityException): Missing <texcoord> element. in XMLSerializer::readGeometry at ..\src\OgreXMLMeshSerializer.cpp (line 1037)
11:47:13: Unregistering ResourceManager for type Skeleton
11:47:13: Unregistering ResourceManager for type Material
11:47:13: Unregistering ResourceManager for type Mesh
Is this the way to convert?. I would be very thankful if anybody could help me!
Thanks in advance
I'm a beginer on this and i need to learn how to use the script to export from Blender 2.5 to Ogre.
I've tried it with a textured mesh and this is what i obtain:
- cube.mesh.xml
- texture.png
- scene.scene
- scene.scene.rex
- scene.material
But I'm looking for the .mesh file. So i tried to use the OgreXMLConverter tool in order to convert the cube.mesh.xml to cube.mesh. But this is what i obtain in log:
11:47:13: Creating resource group General
11:47:13: Creating resource group Internal
11:47:13: Creating resource group Autodetect
11:47:13: Registering ResourceManager for type Mesh
11:47:13: Registering ResourceManager for type Material
11:47:13: Registering ResourceManager for type Skeleton
11:47:13: XMLMeshSerializer reading mesh data from C:\Users\MainUser\Desktop\Blender\Modelado\Exporter\Cube.mesh.xml...
11:47:13: Reading geometry...
11:47:13: OGRE EXCEPTION(5:ItemIdentityException): Missing <texcoord> element. in XMLSerializer::readGeometry at ..\src\OgreXMLMeshSerializer.cpp (line 1037)
11:47:13: Unregistering ResourceManager for type Skeleton
11:47:13: Unregistering ResourceManager for type Material
11:47:13: Unregistering ResourceManager for type Mesh
Is this the way to convert?. I would be very thankful if anybody could help me!
Thanks in advance
-
- Kobold
- Posts: 39
- Joined: Mon Feb 28, 2011 6:58 pm
- Location: Paris, France
- x 2
Re: Blender25 Ogre Exporter + extended .scene format
Hi,
What versions of tools are you using ? Under Which OS ?
Please put the XmlConverter in the default place, or try to configure the plugin with your custom path : there is a config file for that in your Blender plugin directory.
Regards,
SRombauts
What versions of tools are you using ? Under Which OS ?
Please put the XmlConverter in the default place, or try to configure the plugin with your custom path : there is a config file for that in your Blender plugin directory.
Regards,
SRombauts
http://www.srombauts.fr, comments from an Android developer
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- Gnoblar
- Posts: 23
- Joined: Mon Apr 25, 2011 11:04 am
- x 1
Re: Blender25 Ogre Exporter + extended .scene format
Hi,
I'm using OGRECommandLineTools 1.6.3 (the one you have in the repository as blender2ogre-minimal-deps(win32,wine).zip) under Windows 7 64 bits.
I have it installed in C:\ (default?) such as this:
C:\
- OgreCommandLineTools
- OgreMeshy
I found the config file you said and it is correct:
[paths]
temp_dir = c:\users\MyUser\appdata\local\temp
ogretools_xml_converter = C:\OgreCommandLineTools\OgreXmlConverter.exe
ogretools_mesh_magick = C:\OgreCommandLineTools\MeshMagick.exe
ogre_meshy = C:\OgreMeshy\Ogre Meshy.exe
image_magick_convert =
nvidiatools_exe = C:\Program Files\NVIDIA Corporation\DDS Utilities\nvdxt.exe
myshaders_dir = C:\myshaders
I don't have installed any of this: "image_magick_convert", "nvidiatools_exe" and "myshaders_dir".
But they appear as optinals in the README file.
Thanks in advance.
I'm using OGRECommandLineTools 1.6.3 (the one you have in the repository as blender2ogre-minimal-deps(win32,wine).zip) under Windows 7 64 bits.
I have it installed in C:\ (default?) such as this:
C:\
- OgreCommandLineTools
- OgreMeshy
I found the config file you said and it is correct:
[paths]
temp_dir = c:\users\MyUser\appdata\local\temp
ogretools_xml_converter = C:\OgreCommandLineTools\OgreXmlConverter.exe
ogretools_mesh_magick = C:\OgreCommandLineTools\MeshMagick.exe
ogre_meshy = C:\OgreMeshy\Ogre Meshy.exe
image_magick_convert =
nvidiatools_exe = C:\Program Files\NVIDIA Corporation\DDS Utilities\nvdxt.exe
myshaders_dir = C:\myshaders
I don't have installed any of this: "image_magick_convert", "nvidiatools_exe" and "myshaders_dir".
But they appear as optinals in the README file.
Thanks in advance.
-
- Kobold
- Posts: 39
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- Location: Paris, France
- x 2
Re: Blender25 Ogre Exporter + extended .scene format
I think it might be a compatibility issue with the new 1.7.3 release of Ogre3d...
edit: http://www.ogre3d.org/2011/05/08/ogre-1 ... a-released
edit: http://www.ogre3d.org/2011/05/08/ogre-1 ... a-released
Last edited by SRombauts on Tue May 10, 2011 4:16 pm, edited 1 time in total.
http://www.srombauts.fr, comments from an Android developer
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- Gnoblar
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- x 1
Re: Blender25 Ogre Exporter + extended .scene format
new 1.7.3 release of what?
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- Old One
- Posts: 2565
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- Location: Paris, France
- x 56
Re: Blender25 Ogre Exporter + extended .scene format
Of Ogre. It's have been released in the last few days.
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- Greenskin
- Posts: 107
- Joined: Tue Nov 16, 2010 7:33 am
- x 15
Re: Blender25 Ogre Exporter + extended .scene format
Sorry this update took so long guys, been busy lately, just small fixes today, tested with Blender257.1
http://blender2ogre.googlecode.com/file ... -0.3.4.zip
http://blender2ogre.googlecode.com/file ... -0.3.4.zip
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- Greenskin
- Posts: 107
- Joined: Tue Nov 16, 2010 7:33 am
- x 15
Re: Blender25 Ogre Exporter + extended .scene format
multiple animation tracks now works, and the setup and doc makes more sense, see the examples folder. fixed some bugs in 0.3.4, everyone should upgrade.
http://blender2ogre.googlecode.com/file ... stable.zip
http://blender2ogre.googlecode.com/file ... stable.zip
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- Halfling
- Posts: 73
- Joined: Sun Dec 14, 2008 4:25 am
- x 3
Re: Blender25 Ogre Exporter + extended .scene format
noticed that the exporter options in 0.3.5 look like they are just random, where 0.3.4 they were in a logical order.
IRC Nick: Jake-GR
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- Gnoblar
- Posts: 2
- Joined: Mon Apr 18, 2011 3:38 pm
Re: Blender25 Ogre Exporter + extended .scene format
Hey guys,
i've got some problems with the exporter. First of all, I didn't get a .mesh of my house. If I try to convert it, OGREXMLConverter say: " Exception caught: Missing <textcoord> element.Unregistering ResourceManager for type Skeleton".
Next is, that the Normalmap and transparency textures isn't supported.
i've got some problems with the exporter. First of all, I didn't get a .mesh of my house. If I try to convert it, OGREXMLConverter say: " Exception caught: Missing <textcoord> element.Unregistering ResourceManager for type Skeleton".
Next is, that the Normalmap and transparency textures isn't supported.
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- Gremlin
- Posts: 180
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- Location: That way
- x 2
Re: Blender25 Ogre Exporter + extended .scene format
I have very little idea of how to use blender, but I can't seem to get this working. When I press export, it saves it as a .scene but not a .mesh (or even a .mesh.xml). I selected everything then pressed 'join', thinking maybe that would help, but whenever I try it now it freezes blender.
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- Gnoblar
- Posts: 23
- Joined: Mon Apr 25, 2011 11:04 am
- x 1
Re: Blender25 Ogre Exporter + extended .scene format
Hello,
I've finally install the exporter under Ubuntu.
I've made in Blender a character, painted through texture paint and an animated walking cycle through an armature incorporated to the model.
The exporter seems to work well, giving me the .skeleton file. Nevertheless, when i try to load the resource in Ogre i obtain the following output at runtime:
After reading that i thought that maybe i had to upgrade de model using the OgreUpgrader and this is the output i obtain:
Could somebody help me?
Thanks in advance.
I've finally install the exporter under Ubuntu.
I've made in Blender a character, painted through texture paint and an animated walking cycle through an armature incorporated to the model.
The exporter seems to work well, giving me the .skeleton file. Nevertheless, when i try to load the resource in Ogre i obtain the following output at runtime:
Code: Select all
terOgreMeshUpgrader
================
minate called after throwing an instance of 'Ogre::InternalErrorException'
what(): OGRE EXCEPTION(7:InternalErrorException): Cannot find serializer implementation for current version [Serializer_v1.10] in MeshSerializer::importMesh at /home/alberto/ogre/OgreMain/src/OgreMeshSerializer.cpp (line 118)
Code: Select all
Creating resource group General
Creating resource group Internal
Creating resource group Autodetect
Registering ResourceManager for type Material
Registering ResourceManager for type Skeleton
Registering ResourceManager for type Mesh
Exception caught: Cannot find serializer implementation for current version [Serializer_v1.10]Unregistering ResourceManager for type Mesh
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Material
Thanks in advance.
-
- Gnoblar
- Posts: 23
- Joined: Mon Apr 25, 2011 11:04 am
- x 1
Re: Blender25 Ogre Exporter + extended .scene format
Hello,
After fighting a bit more against the monster, i've discovered that i had a former problem: selecting just the model i wanted to export.
Once i do it, i obtain a report of the process from the exporter and it says:
WARNINGS:
.Mesh.001 has 240 vertices weighted to too many bones (Ogre limits a vertex to 4 bones) [try increasing the Trim-Weights threshold option].
I have read that this is a common problem in hands. If necessary i can post the model, it is just for testing.
1) How can increase the Trim-Weights threshold option?.
2) I obtain:
Cube.mesh.xml
Cube.skeleton
Cube.skeleton.xml
painted.png
Scene.material
walking.scene
If i solved the former problem i should obtain the .mesh too, don't I?
Thanks in advance
After fighting a bit more against the monster, i've discovered that i had a former problem: selecting just the model i wanted to export.
Once i do it, i obtain a report of the process from the exporter and it says:
WARNINGS:
.Mesh.001 has 240 vertices weighted to too many bones (Ogre limits a vertex to 4 bones) [try increasing the Trim-Weights threshold option].
I have read that this is a common problem in hands. If necessary i can post the model, it is just for testing.
1) How can increase the Trim-Weights threshold option?.
2) I obtain:
Cube.mesh.xml
Cube.skeleton
Cube.skeleton.xml
painted.png
Scene.material
walking.scene
If i solved the former problem i should obtain the .mesh too, don't I?
Thanks in advance
-
- Goblin
- Posts: 297
- Joined: Mon Jun 09, 2008 3:56 pm
- Location: Karlsruhe, Germany
- x 10
Re: Blender25 Ogre Exporter + extended .scene format
Usually the more-than-4-bones-per-vertex is just a warning. This might result in your animation not being displayed correctly in Ogre but shouldn't prevent the conversion to .mesh. So there must be something else that's causing your problem. You should start Blender from the command line and then export, that way you can see the output from the export script in the console. That should help debugging the issue.