Blender26 Ogre Exporter
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- Goblin
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Re: Blender26 Ogre Exporter
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- Goblin
- Posts: 274
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Re: Blender26 Ogre Exporter
)xrgo wrote:not sure about that specific problem, but every time I had a problem with skeletons, I make sure that the mesh and the skeleton has the scale and rotation applied (ctrl+A) and share the same position (origin in the same pos) (for that you can select the skeleton, Shift+S>cursor to selected, then select the mesh, ctrl+alt+shift+C>Origin to 3D Cursor. maybe it mess up the envelope, so maybe is the other way around (first mesh then skel), don't remember )
thanks xrgo, i tried aligning the origins, but that didn't work either. the workaround i found was deleting all the scale keyframes from the deform rig. it doesn't seem like ogre can handle bone scaling on a chain of bones, at least using the blender exporter from blender.
if anyone has guidance on getting scale keyframes on a bone chain in blender to work with the blender2ogre exporter, feel free to share
in any case, i can still use splines for location and rotation animation, which is a big plus in terms of all the ways you can operate and distort curves in blender (waves, lattices, scripts with various functions to make tentacles move in cool ways, whatever else i must be missing)
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- OGRE Expert User
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Re: Blender26 Ogre Exporter
I heard this limitation reading some OpenMW posts but I never tested it. If this limitation exists that sucks, its a very useful feature =/
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- Goblin
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Re: Blender26 Ogre Exporter
You're right..http://www.ogre3d.org/forums/viewtopic. ... tion+scale.xrgo wrote:other thing that might cause issues, I think Ogre don't support non uniform scaling of Bones, so maybe you are animating the scale of the bone in one axis and Ogre can't reproduce the same results.
I heard this limitation reading some OpenMW posts but I never tested it. If this limitation exists that sucks, its a very useful feature =/
The workaround is clean out all the scaling keyframes. You lose the stretchy-smushy effect, but it is what it is.
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- Goblin
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Re: Blender26 Ogre Exporter
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- Kobold
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Re: Blender26 Ogre Exporter
1.i have a
infantry_001.blend contain mesh and main armature.
infantry_001_anim_swing_l.blend contain anim name "swing_l"
when i open infantry_001_anim_swing_l.blend link the infantry_001.blend and create a proxy for create animation.
and export,it create so many mesh at out dir.and i export second time it export a new mesh name "name.001.mesh"
repeat export,it create mesh lish number + 1.name "name.00n.mesh" one export operate.i delete all file at export dir can not work.
2.link a blend file and create animation can not export.
3.can not export only skeleton but not mesh.
pitch:
put this at line 5230 nearby.can ignore a error name not UVMap null.
Code: Select all
if 0 == len(mesh.uv_textures):
tangents_available = False
print('[WARNING:] Not valid UVMap,so not export tangents.')
Report.warnings.append('Not valid UVMap and not export tangents, try set flag [Export Tangents] to False or add UVMap to %s' % (ob.name))
i find the way to export Torchlight file struct.
1.new infantry_001.blend.add a cube and armature,select armature change mode to poss mode.select armature shift select cube ctrl+p add parent relationship,
here i use automatic weights.important:at object mode select armature ctrl+a apply location rotation scale ,same at cube .at object select cube and armature ctrl+g.rename the group name for "group_cube".select cube export dir "main",Cube.mesh and Cube.skeleton contain none animation.
2.new bend_l.blend.clear scene,ctrl+alt+o or file->link.select infantry_001.blend->Group->group_cube,we see this cube at scene but can not use poss.select the cube ctrl+alt+p choose armature to create a proxy,so can use poss mode.create one action at dope sheet use action edit mode.add key frame use i create one action name "bend_l".change to NLA edit add NlaTrack and use bend_l create one NlaStrip.select cube export.will export to dir "bend_l",Cube.mesh and Cube.skeleton contain animation name "bend_l".
3.repeat step create bend_r.blend and export to dir "bend_r",Cube.mesh and Cube.skeleton contain animation name "bend_r".
4.
copy main/Cube.mesh to finally/Cube.mesh
copy bend_l/Cube.skeleton to finally/bend_l.skeleton
copy bend_r/Cube.skeleton to finally/bend_r.skeleton
terrible export process,but useful.
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- Kobold
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Re: Blender26 Ogre Exporter
I think the first post should be edited or a post should be sticked in first position, because it points to https://bitbucket.org/MindCalamity/blender2ogre which doesn't exists anymore.
But http://www.ogre3d.org/tikiwiki/tiki-ind ... ender2ogre points to https://bitbucket.org/iboshkov/blender2ogre which exists but is not very active.
After some googling it appears that :
https://bitbucket.org/plan_rich/blender2ogre/src is a bit more adanced and
https://github.com/OGRECave/blender2ogre/commits/master has been updated recently
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- Bronze Sponsor
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Re: Blender26 Ogre Exporter
Hey Folks,
New blender2ogre release!
https://github.com/OGRECave/blender2ogre/releases
Features
Add support for Blender 4.1
Add support for Blender 4.1+ drag and drop of files
ExportingAdd support for exporing SkyBoxes
Add support for OgreMeshUpgrader '-optvtxcache' option
Add support for Rectangular Lights
Add option for exporting manual LOD levels
Add option to pack normals into INT_10_10_10_2 format
material: implement alpha rejection for ogre1
Ogre Next (aka v2) JSON material support (#178, #185)
Importing
Add support for importing of pose animations
Add support for importing OGRE .scene files
Bugfixes
significantly speed up mesh import and export
Fix Edge Lists generation for OGRE >= 14.0
From Blender 2.8x+ on LAMPS are now called LIGHTS
Fix several problems with loading and saving configuration, also improve reloading and use json
Fix wrong index entry for LOD
not skip exporting of LOD levels
Fix exception when there is a material slot but no material
Fix importing of custom normals
Fix windows path characters
Fix for issue #181
Fix for issue #188
Documentation
Add documentation about exporting SkyBoxes
Update documentation regarding importing of .scene files
Document new drag and drop feature for Blender 4.1+
Create documentation for exporing Vertex Colors and per vertex transparency
Fix wording for new LOD section
Improvements
Alert user if scale or rotation are not uniform
Separate deletion of XML files between importer and exporter
Replace isclose for math.isclose native method
Show Blenders python script code for import/export options
Save generated import/export script into a text block
Only save import/export textblock script if called from the UI
Use Blenders .OBJ importing code as template for importing meshes
Add debug logging to importer
Add exception handling to file read and write operations
Add glob filter to OGRE importer
Change to Blenders lighting model
Correct al instances of config.get() to use singleton-comparison instead of truthiness wich was failing in some instances
Correct point light attributes
create default material if it could not be imported
Fix for removal of 'use_inherit_scale'
Refactor Vertex Color export and import
Reuse materials and set default material name
NOTE: This release has been packaged to allow installing from Blender add-ons menu