Blender26 Ogre Exporter

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

f00bar wrote:
Ok, I've merged the config patch and made some improvement to it
Thanks a lot for all your work.

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.
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.
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Re: Blender25 Ogre Exporter + extended .scene format

Post by SRombauts »

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,
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SRombauts
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Re: Blender25 Ogre Exporter + extended .scene format

Post by SRombauts »

First release for Blender 2.57 is out, enjoy !
http://code.google.com/p/blender2ogre/downloads/list

Cheers,
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bugman
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Re: Blender25 Ogre Exporter + extended .scene format

Post by bugman »

The file is generated in the blender folder if not found there, maybe a problem for users without write permission.
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?
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Re: Blender25 Ogre Exporter + extended .scene format

Post by jacmoe »

Does B25 feature an installer now?
If so, choose the user directory option, instead of the app directory option for storing settings.
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Re: Blender25 Ogre Exporter + extended .scene format

Post by SRombauts »

jacmoe wrote:choose the user directory option, instead of the app directory option for storing settings.
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.

I've also renammed the script io_export_ogreDotScene.py to respect Blender policies.

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_blendman
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Re: Blender25 Ogre Exporter + extended .scene format

Post by _blendman »

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.
f00bar
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Re: Blender25 Ogre Exporter + extended .scene format

Post by f00bar »

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.
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.
_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 ?
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.
Arthr702
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Arthr702 »

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)?
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Re: Blender25 Ogre Exporter + extended .scene format

Post by GenesisRage »

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
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piiichan
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Re: Blender25 Ogre Exporter + extended .scene format

Post by piiichan »

Thanks for the exporter :)
Keep up the very good work!
omniyo
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Re: Blender25 Ogre Exporter + extended .scene format

Post by omniyo »

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
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Re: Blender25 Ogre Exporter + extended .scene format

Post by SRombauts »

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,
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omniyo
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Re: Blender25 Ogre Exporter + extended .scene format

Post by omniyo »

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.
SRombauts
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Re: Blender25 Ogre Exporter + extended .scene format

Post by SRombauts »

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
Last edited by SRombauts on Tue May 10, 2011 4:16 pm, edited 1 time in total.
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omniyo
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Re: Blender25 Ogre Exporter + extended .scene format

Post by omniyo »

new 1.7.3 release of what?
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Klaim
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Klaim »

Of Ogre. It's have been released in the last few days.
hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

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
hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

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
GenesisRage
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Re: Blender25 Ogre Exporter + extended .scene format

Post by GenesisRage »

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.
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Arthr702
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Arthr702 »

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.
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Re: Blender25 Ogre Exporter + extended .scene format

Post by pighead10 »

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.
omniyo
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Re: Blender25 Ogre Exporter + extended .scene format

Post by omniyo »

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:

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)
After reading that i thought that maybe i had to upgrade de model using the OgreUpgrader and this is the output i obtain:

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
Could somebody help me?

Thanks in advance.
omniyo
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Re: Blender25 Ogre Exporter + extended .scene format

Post by omniyo »

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
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Re: Blender25 Ogre Exporter + extended .scene format

Post by LiMuBei »

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.
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