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Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 11:26 am
by omniyo
Hi,

Thanks for your answer LiMuBei.
I've done what you said and I attach the output from the export script in the console.

I think the issue is here:

XMLMeshSerializer reading mesh data from /home/alberto/Dropbox/PFC/Futbolista prueba/exporter/Cube.mesh.xml...
Reading geometry...
Exception caught: Missing <texcoord> element.Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Material
Unregistering ResourceManager for type Mesh


Any solution?

Similar problem here -> http://www.ogre3d.org/forums/viewtopic.php?f=2&t=29024
I attach the .xml too.

Thanks in advance.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 12:15 pm
by LiMuBei
Might be that you have assigned a texture but didn't unwrap your model?

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 12:46 pm
by omniyo
Hi LiMuBei,

Thanks for your help.

I have unwrapped the model. The only texture it has applied is the result of painting it directly in Blender throught texture paint. And it is unwrapped and packed into the blender file, as well as .png.

Here you can download the model, if you need:

http://dl.dropbox.com/u/17018559/player.tar.gz

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 5:00 pm
by pighead10
How powerful does your computer need to be to be able to run this effectively? Whenever I try, blender freezes and has to be force shut down.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 6:42 pm
by omniyo
My PC is new:

i7 2600k
8 gb ram
Nvidia gtx570

And it runs perfect.

But the file is not a high poly model, neither very complex. It is just my first model, textured, rigged and animated in order to use it on a game.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 7:12 pm
by pighead10
The model I'm trying to use is a hand-made (not heightmap'd) terrain. Not too large, but it doesn't work on my year old decent laptop (not a huge surprise) or my friend's computer which he says was "good until two months ago". It's old and still running XP - 4 gig RAM, quad core 2.xx ghz.

As that doesn't work, am I going to have to get myself a huge computer to be able to convert a blender file to an Ogre mesh? (I could work them fine with the old 2.49 exporter, but I can't get his model on it as it was designed on 2.57).

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 01, 2011 10:28 pm
by LiMuBei
@omniyo

Just had the same error on one of my models when doing a test export. The cause is that on one or more vertices there's no texture coordinate exported. In my case this was because I had some stray lonely vertices that didn't belong to any triangle or quad. You should search for those and delete them, otherwise they won't be exported correctly it seems. Hope that helps.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Thu Jun 02, 2011 2:48 pm
by omniyo
Hello,

I've finally achieved it!!! 8)

LiMuBei, after your first answer (Blender log), i started to look for a closer solution... and in the page i pasted http://www.ogre3d.org/forums/viewtopic.php?f=2&t=29024, there was somebody who has aproximately the same problem.

It seemed to be what you said in your last answer. But looking for the vertexs in Blender or manually in the .xml was crazy. So i decided to try a simple script in python (i attach it if anybody needs it. WARNING: this is my first contact with python, it is not efficient, not beautiful, etc... it just works. Its ouput is the number of the vertex which doesn't have <texcoord> tag. You can go to the line by (numvertex*5)+4. Yes, i could return something more useful).

I've just copy texcoord from other vertex.

Thanks LiMuBei for your constant help.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Thu Jun 02, 2011 11:04 pm
by LiMuBei
Alternatively you can try to use the "select non manifold" tool in Blender. That should select the singular vertices ;)

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Fri Jun 03, 2011 12:23 am
by omniyo
Hello LiMuBei,

Yes, i've tried and your way is easier and works perfectly... so perfectly that it'd be great if you had written it before... xDD (anyway thanks because the process i follow to solve the problem made me learn new things.)

I absolutely recommend LiMuBei's tool. :D

Thanks again! ;)

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Sat Jun 04, 2011 7:20 am
by hartsantler
I have fixed shape animation, and also made mesh export 100x faster, so high poly models can now be exported in a reasonable amount of time. The exporter should now be as fast as the original 2.4x ogre exporter.

http://blender2ogre.googlecode.com/file ... -0.3.7.zip

Thanks LiMuBei for watching this thread and helping people out :)
-brett

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Sat Jun 04, 2011 8:16 am
by pighead10
Yay for update, hopefully I can now use it without my computer freezing! :D

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Sat Jun 04, 2011 9:59 pm
by TheVegen
Ok this is getting very frustrating as I have been at this for hours installing endless amounts of things to try and get what I think should be a simple thing done. I have followed the instructions to the letter but I get this error (See attached). I am using windows 7 64 bit. I installed OgreCommandLineTools_1.6.3.msi I am using Blender 2.57.1 and have installed blender2ogre-0.3.7.zip.

I will point out that I have two partitions one on C and other on E where my documents folder is kept. When I installed the Ogre Command Line tool it put it on my second partition and on on my C drive. I tried copying the folder over to C but that did not work. Is there anyway to manually show it where the files are located?

Thanks.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Sun Jun 05, 2011 7:58 am
by hartsantler
Hi TheVegen,

That is not an error, its a warning that you need to install OgreCommandLine tools. The warning will not go away even after you have installed it, i would prefer that it would go away so as not to confuse the user, but its not possible now the way blender parses the addon's header.

If you installed OgreCommandLine tools to the default path, you are good to go, just select something and export. I recommend you also install OgreMeshy, then you can use the preview button to the far left on the toolbar.

-brett

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Sun Jun 05, 2011 11:47 pm
by hartsantler
small update - 0.3.8, adds support for OSX, and fixes merge groups.
http://blender2ogre.googlecode.com/file ... -0.3.8.zip

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 7:19 am
by TheVegen
Thanks hartsantler for your reply but I guess I did not explain my issue correctly because when I look under under file > export there is no option for exporting to any ogre formats. Thats what made me look under the preferences section in the first place. So how do I export the file?

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 8:44 am
by LiMuBei
Did you actually activate the plugin?

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 9:39 am
by ProfEsSional
Hi. (Sorry for my English)
I have small problem with exporter.
My ball has 4 materials with diferent colors. When i export, there is visible only last material on the list (Green), and no rotation. I capture screenshots for better understand.
I think this is my full noob fault and i clicked something wrong. Can you help me ?
http://imageshack.us/f/848/83682411.png/
http://imageshack.us/f/233/33257656.png/

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 1:47 pm
by Flink
Hi there,

I am having trouble exporting from Blender 2.57b 64 bit to ogre. Current situation:

I create an Object in Blender and the export works just fine.
But as soon as I hit "smart UV project" the export won't work anymore, giving me the following error (see screenshot).

Is there a way around this, making "smart UV project" still possible?

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 2:34 pm
by hartsantler
hi Flink and ProfEsSional,
Multiple materials are now fixed, and uv textures should be fixed to.
http://blender2ogre.googlecode.com/file ... -0.3.9.zip

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 3:17 pm
by Flink
Looks good, bug does not come up anymore. Will test further.
Thanks :)

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Mon Jun 06, 2011 4:01 pm
by Flink
Ok, export works, but there seems to be another problem.
Screenshot 1 shows the blender render output, screenshot 2 shows the blender meshy output, which happens to look same in ogre.
As you can see, the texture looks broken and twisted.

We tried several different options, but could not get a correct output.

Thanks in advance.

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Tue Jun 07, 2011 8:41 am
by hartsantler
hi Flink,
UV texture seams are now fixed. Also, Ubuntu users no longer need to use wine for OgreCommandLineTools, they can simply "apt-get install ogre-tools"
http://blender2ogre.googlecode.com/file ... -0.4.0.zip

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Tue Jun 07, 2011 3:37 pm
by hartsantler
http://blender2ogre.googlecode.com/file ... -0.4.1.zip

small update fixes TexturePanel not being displayed, rotation animation option also updated.
everything should be working again, this version is stable

Re: Blender25 Ogre Exporter + extended .scene format

Posted: Wed Jun 08, 2011 9:54 am
by ping
Hi,
Good job for this addon.
I have few questions:
1/ I notice the importer is not registered in last versions of the addon.
What is the importer status ?

2/ At the end of export, I got a uiPupMenuInvoke: named menu "Ogre_User_Report" not found and the report is not shown anymore.

3/ I had the "Exception caught: Missing <texcoord> element" probleme on last versions (0.3.6). Now it's OK (0.4.1), the OgreXMLConverter compile the mesh but my texture is moving when I load the mesh in my scene. The x3d export of the mesh is fine.

Am I doing something wrong ?
Thanks