I can work around it by NEVER saving a .blend file after doing an ogre export. I.e. instead of exporting i do this:
- save
- export
- quit
- reload
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myEntity->getSubEntity(index);
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myEntity->getSubEntity("SubEntityName");
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<mesh>
<submeshes>
<submesh material="Sword" >
...
</submesh>
<submesh material="Ninja" >
...
</submesh>
</submeshes>
<submeshnames>
<submeshname name="Sword" index="0" />
<submeshname name="Ninja" index="1" />
</submeshnames>
</mesh>
blaine wrote: I have a workaround. Edit .../python*/encodings/__init__.py (mine is at /usr/lib64/python2/encodings/__init__.py). Make the following change:
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#mod = __import__('encodings.' + modname, fromlist=_import_tail, #level=0) mod = __import__('encodings.' + modname, None, None, _import_tail, 0)
Er, not sure what this is. Blender does not have a script window. Do you mean the text window?In the "Scripts Window" run "Scripts → Update Menus".
Urm.... my blender uses 2.6....Install:
1. Download python and install: http://www.python.org/download/ (Note: Get v2.5.4. Blender is compiled against this version. Hence only this version will work.)
Yes. Use the version of Python your Blender was compiled with. The exact same version.dustbin1_uk wrote:my blender uses 2.6....
That going to be an issue?