Ryzom Assets to Ogre Converter Project
Posted: Sun Nov 27, 2011 10:07 pm
Hi !
Ryzom's assets got released some time ago and offer a great set assets which all work well together. While the assets art created in 3dsmax format and there are multiple 3dsmax exporters for Ogre out there, the conversion is still a bit troublesome.
For one, the materials are defined by special nel 3dsmax plugins and not standard 3dsmax materials. So, at least my exporter had trouble exporting those. I played around a bit with the nel plugins and the included scripts and managed to create one that converts the nel material definition to a somewhat similar 3dsmax material definition which in turn can be exported to ogre (or maybe to something else as well).
There is also the problem with definition of the animations. Each animation has its own max file. So those have to get merged somehow. I'm not sure what would be the best option to tackle this. Merging on exporting might work but if you wanted to change something that might get tricky. Afaik 3dsmax doesn't support multiple animations in one file so I'm not sure what to do here.
Ideally, I'ld have a solution that converts all those assets to something usable in ogre and without the nel dependency.
Anyways, you can get the current version of the material converter maxscript as well as some of my converted meshes here: http://www.transmogrifier.de/ryzomtoogre/
Here is a video of 3 converted models in OgreMeshy:
[youtube]NsPkvB2IKOI[/youtube]
Note that the ryzom assets are modelled with z-up while ogre's tools usually have y-up. That's why the camera angle is a bit odd and the grid which is supposed to be the ground plane stands up. One could easily rotate the models either in 3dsmax or the ogre meshes afterwards. Personally I prefer z-up as well so I just kept the original ryzom axis orientation.
Ryzom's assets got released some time ago and offer a great set assets which all work well together. While the assets art created in 3dsmax format and there are multiple 3dsmax exporters for Ogre out there, the conversion is still a bit troublesome.
For one, the materials are defined by special nel 3dsmax plugins and not standard 3dsmax materials. So, at least my exporter had trouble exporting those. I played around a bit with the nel plugins and the included scripts and managed to create one that converts the nel material definition to a somewhat similar 3dsmax material definition which in turn can be exported to ogre (or maybe to something else as well).
There is also the problem with definition of the animations. Each animation has its own max file. So those have to get merged somehow. I'm not sure what would be the best option to tackle this. Merging on exporting might work but if you wanted to change something that might get tricky. Afaik 3dsmax doesn't support multiple animations in one file so I'm not sure what to do here.
Ideally, I'ld have a solution that converts all those assets to something usable in ogre and without the nel dependency.
Anyways, you can get the current version of the material converter maxscript as well as some of my converted meshes here: http://www.transmogrifier.de/ryzomtoogre/
Here is a video of 3 converted models in OgreMeshy:
[youtube]NsPkvB2IKOI[/youtube]
Note that the ryzom assets are modelled with z-up while ogre's tools usually have y-up. That's why the camera angle is a bit odd and the grid which is supposed to be the ground plane stands up. One could easily rotate the models either in 3dsmax or the ogre meshes afterwards. Personally I prefer z-up as well so I just kept the original ryzom axis orientation.