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 »

hi Ping,
Looks like i need to fix the Reporter.
Your not doing anything wrong, just open the texture panel, at the bottom should be "Ogre Texture" and uncheck the "rotation animation" option.

ProfEsSional
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Re: Blender25 Ogre Exporter + extended .scene format

Post by ProfEsSional »

Hi again.
Thx 4 your help , but again I have some small problem.
I make animation of my ball and when i export it there isn't any animation. Again i have some screenshots, and .blend file for better understand.
I don't know what to do ... my ball don't have any armature becouse there is only rotation animation. I read many tutorials and documentation of sdk and I really confused :P If you have any time to help noob person please to do it :D I be gratefull . (Sorry for my English, i hope you understand this.)
PS: if you have solution please write it step by step xP as you now I just learning ...
http://imageshack.us/photo/my-images/854/47595282.png/
http://imageshack.us/photo/my-images/861/90075575.png/
untitled.zip
(70.21 KiB) Downloaded 67 times

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

Hi ProfEsSional,

You can not export animation without an armature. So you will have to apply an armature to your ball and animate its bones. The root of the armature must be at 0,0,0 when you rig it. The in and out time set in blender will be the start and end time of the exported animation.

If you want more precise control or export multiple animation as named tracks, follow the NLA hijacking tutorials.

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

Post by Night Elf »

Hi hartsantler! How do you install on OSX? The README.txt file only talks about Windows or Linux...
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solar_plexus
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Re: Blender25 Ogre Exporter + extended .scene format

Post by solar_plexus »

I have an issue with collisions, when trying to apply a collision primitive or export with collisions, i get a exception like this:

Traceback (most recent call last):
File "E:\blender\win32-trunk\2.57\scripts\addons\io_export_ogreDotScene.py", line 843, in draw
if not ob.show_bounds: ob.show_bounds = True
AttributeError: Writing to ID classes in this context is not allowed: infantry,
Object datablock, error setting Object.show_bounds

Does anybody know what can cause this and what is the fix?

pizzazhang
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Re: Blender25 Ogre Exporter + extended .scene format

Post by pizzazhang »

Why after I preview in the OgreMeshy window then the blender got Not responding...And the worst thing: My CPU Usage becomes 100%...
PS:I use Blender 2.57a and exporter 0.4.1

pizzazhang
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Re: Blender25 Ogre Exporter + extended .scene format

Post by pizzazhang »

Seems the OgreMeshy didn't work well. When I closed OgreMeshy, it still exists in the Processes. So I changed to use the latest OgreMeshy (before I used the minimal-deps provided one), now it works well.
BTW, thanks for your amazing work!

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

Hi solar_plexus,
I am working on the collision problem right now, and also fixing face normals. Will post an update soon.

pizzazhang, when OgreMeshy opens it blocks blender, i have it block blender so that users are forced to close it before going back to blender; but i can change this behavior to non-blocking if people request it. The disadvantage of non-blocking is that if you forget to close OgreMeshy and then preview again, then you will have multiple instances of OgreMeshy, which is probably not so bad since we all have lots of RAM. Too bad OgreMeshy is not listening on a port for updates, it would be nicer to update previews that way.

So what do people want, blocking or non-blocking OgreMeshy?

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

Hi Night Elf,

Sorry, but i am not sure all the steps you will need for OSX, i only applied a patch somebody sent in that allows for OSX to work, i never tested it on OSX since i'm strictly using Linux.

There is this download from Ogre, but its super old from 2007
http://downloads.sourceforge.net/ogre/O ... _1.4.0.zip

Probably you are going to have to build OgreCommandLineTools from source, not fun.

In the long term, it would be more ideal and many times faster to directly write .mesh and bypass OgreCommandLineTools. This is possible using Python's struct.pack, and then would run on every platform with no installation. I hear that .mesh is a simple format. But, right now blender2ogre has limited funding, so direct to .mesh is not going to happen until that hopefully changes.

zetadin
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Re: Blender25 Ogre Exporter + extended .scene format

Post by zetadin »

Nice work!

I did encounter one issue in io_export_ogreDotScene.py.
Python complains that badverts is uninitialized on line 6169 and prevents anything from being exported. Simply commenting that line out solves the problem though. This issue popped up because I had more that 4 weights asigned to a vertex. Hopefully this won't crash Ogre itself.

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Svenstaro
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Svenstaro »

Did the upstream repo change? The last commit was in April but the last release was just a few days ago.

Also, why do you recommend using Wine for the XML tools?

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Kukanani
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Kukanani »

Hey everyone, this exporter looks great but I'm having trouble exporting. I have a human model that is deformed with an armature. But when I try to export, I get the following console error output:
error.png
What am I doing wrong here?

Thanks,
Kukanani
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drwbns
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Re: Blender25 Ogre Exporter + extended .scene format

Post by drwbns »

My exported .mesh file seems to crash my game application. The only .mesh exporter I've found to work is for milkshape 3d, and even that doesn't work half the time I try to export. I've tried exporters for 3dsmax, blender, and cinema 4d and they all crash my game. Is this everyone else's experience with OGRE exporters or is it a coding problem on my end? Also, is there a blender 2.5 importer in the works?

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LiMuBei
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Re: Blender25 Ogre Exporter + extended .scene format

Post by LiMuBei »

I think for most people the exporters work pretty well. I have only one model that is able to crash my app and that is when I use stencil shadows with it. It seems stencil shadows pose some requirements on the geometry to work correctly, maybe that's the case with your model too. Unfortunately I can't tell you the exact requirements for geometry as I don't know them myself, but I think the mesh needs to be 2d manifold.

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Kukanani
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Kukanani »

I would like to say that I fixed my error that I posted above, but it required changing the lines

badverts += 1

to

badverts = badverts + 1
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Pforce
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Pforce »

Kukanani wrote:I would like to say that I fixed my error that I posted above, but it required changing the lines

badverts += 1

to

badverts = badverts + 1
That is kind of funny, "var += x" is not valid python? Oh well, dont forget to send a patch to Bret so he notices ;D I'm sure he will pop up here soon aswell.

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Klaim
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Re: Blender25 Ogre Exporter + extended .scene format

Post by Klaim »

It's only valid to add elements to lists, if I remember correctly.

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

fixed badverts reported by Kukanani,
fixed sharp normals (meshes can mix both sharp and smooth face normals)
fixed collision panel issue reported by solar_plexus.
fixed library linked objects when materials have naming collision

http://blender2ogre.googlecode.com/file ... -0.4.2.zip

python note: var += 1 is valid python

ping
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Re: Blender25 Ogre Exporter + extended .scene format

Post by ping »

Thanks hartsantler for your response.

It was the scale animation... sorry I didn't try it very fast.
For the reporter, the bug is only present when the ogre UI is not shown.
thanks again

f00bar
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Re: Blender25 Ogre Exporter + extended .scene format

Post by f00bar »

Thanks for the update Hartsantler. In two sections the variable usealpha is used, it is defined in an "if". If the "if" is not taken, the variable is not defined. Added "usealpha = False" at line 1959 and 2031. Otherwise I get:

Code: Select all

...2.57\scripts\addons\io_export_ogreDotScene.py", line 1965, in dotmat_pass
    if usealpha: alpha = 1.0
UnboundLocalError: local variable 'usealpha' referenced before assignment
Could you consider using the hg-repository at code.google? It would be very cool to be able to check changes and evolution of the code easily. Are there plans to support the RT Shader System?

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

http://blender2ogre.googlecode.com/file ... -0.4.3.zip

Fixed User_Report not showing if toolbar was not shown, reported by ping
Fixed var not initialized reported by f00bar

New:
. floating bones are now allowed (disconnected / free floating )
. multiple root bones, and roots no longer need to be at zero
. default axis is now x,z,-y

@f00bar, the repo on googlecode is not being updated anymore, the source is going to move to blender's svn. If you want to see the change log, its in the header of the source code. A smaller change log is at the bottom of the README file.

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

@f00bar,
If OgreMeshy supports RT Shader System, then i will add support to .material, it would be a nice way to export normal maps and other stuff.

Anybody got links to the RT Shader System spec for .material? I can't seem to find many links.

omniyo
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Re: Blender25 Ogre Exporter + extended .scene format

Post by omniyo »

Hello,

Here i'm again. :D

After exporting successfully the mesh i needed, i added an animation: "walk". However, i don't obtain a good result when exporting it. It is very deformed.
Front in Ogre: http://dl.dropbox.com/u/17018559/frente_Ogre.png
Side in Ogre: http://dl.dropbox.com/u/17018559/lado_Ogre.png
Front in Meshy: http://dl.dropbox.com/u/17018559/meshy.png
Front in Blender: http://dl.dropbox.com/u/17018559/blender_frente.png
Side in Blender: http://dl.dropbox.com/u/17018559/lado_Blender.png
Render in Blender: http://dl.dropbox.com/u/17018559/Render.png

If you need to test it here you can download the blender file:
Source Blender File: http://dl.dropbox.com/u/17018559/player1.zip

The only warning i obtain is "mesh has 358 vertices weighted to too many bones(Ogre limits a vertex to 4 bones). If I change Trim option to 0.10, I obtain 36 vertices instead of 358 but the animation in Ogre is still bad.

What can i do? Is this because of the exporter?

Another point is that the name of the animation(action) (in blender was walk) and in the .skeleton.xml is "Act: esqueleto_jugadorActi" -> a merge between the armature name and something else. Is this a mini-bug?

Thanks in advance.

hartsantler
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Re: Blender25 Ogre Exporter + extended .scene format

Post by hartsantler »

hi omniyo,

I downloaded and tested your file, it can export correctly if you use the NLA strictly as the doc defines it. I know the doc is a bit confusing, so maybe i better make "export only keyed bones" as an option for export so things are easier for everybody.

What is happening is you converted your action into an NLA strip, and your action contains animation on only some of the bones, ie. your IK handles. So when exported only the IK handles are animated and the rest of the bones remain static. In general its a bad idea to have bones of the same armature used as constraints for other bones, because as you can see here your bones used as IK handles also have a little bit of skin weighted to them. A cleaner setup is to have IK handles as Empty objects, or bones in another armature.

Anyways the solution you can see in the attachment. What i did was create a second NLA track, and another action. In the new action i simply add a single keyframe to the armature at object level, and then convert this action to an NLA strip, then set the out time of the strip to 30. If the exporter sees an NLA strip that contains no bone animation, then it assumes to export all bone animation.

Hope this is clear,
-brett
Attachments
walking-proper-nla.zip
proper nla setup
(183.38 KiB) Downloaded 120 times

drwbns
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Re: Blender25 Ogre Exporter + extended .scene format

Post by drwbns »

I'm using your latest version and it says WARNING : vertex count is not as claimed, will this lead to a problem?

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