blender2ogre armature/skeleton displacig texture/material

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Vido
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blender2ogre armature/skeleton displacig texture/material

Post by Vido »

Hey guys,I have a character its rigged, animated and UV unwrapped, the scale is 1 but when I export it with blender2ogre the texture is not displayed, whole character is brown in OgreMeshy and in game. My animations are in NLA . As soon as I remove armature from blender and export it or delete skeleton file texture is displayed just fine :)
characater.blend
Nickak2003
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by Nickak2003 »

I think the problem is you are using the wrong version of ogre. In the version you are using, the UV coords need to be in their own vertex buffer. In 1.9 this is not the case. I had this same problem. Download ogre using mercurial (1.9).
Vido
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by Vido »

Nickak2003 wrote:I think the problem is you are using the wrong version of ogre. In the version you are using, the UV coords need to be in their own vertex buffer. In 1.9 this is not the case. I had this same problem. Download ogre using mercurial (1.9).
I would use it but the game using I think 1.8, so Im not sure whats going on in forward compatibility in my case, will try it for sure, tnx for replay at least I know whats wrong :) Cheers
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

UP!

Hi, I have the (newest ?) version of Ogre (Version 1.10.0unstable (Xalafu).

I kinda have the same problem as Vido used to have.
When I load the file.mesh with its material and PNG files, I can display on my ./OgreApp my character with its correct texture
But when it comes to add and load my skeleton file on my OgreApp, It still displays my character but his texture has become all brown color.
Obviously when I remove the armature (skeleton file) from my OgreApp, the texture becomes normal again.

Not sure if this has to do with it, this is my texture log when I'm compiling :

Code: Select all

Font SdkTrays/Caption using texture size 512x256
Info: Freetype returned null for character 160 in font SdkTrays/Caption
Texture: SdkTrays/CaptionTexture: Loading 1 faces(PF_BYTE_LA,512x256x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x256x1.
Font SdkTrays/Value using texture size 512x256
Info: Freetype returned null for character 127 in font SdkTrays/Value
Info: Freetype returned null for character 128 in font SdkTrays/Value
Info: Freetype returned null for character 129 in font SdkTrays/Value
Info: Freetype returned null for character 130 in font SdkTrays/Value
Info: Freetype returned null for character 131 in font SdkTrays/Value
Info: Freetype returned null for character 132 in font SdkTrays/Value
Info: Freetype returned null for character 133 in font SdkTrays/Value
Info: Freetype returned null for character 134 in font SdkTrays/Value
Info: Freetype returned null for character 135 in font SdkTrays/Value
Info: Freetype returned null for character 136 in font SdkTrays/Value
Info: Freetype returned null for character 137 in font SdkTrays/Value
Info: Freetype returned null for character 138 in font SdkTrays/Value
Info: Freetype returned null for character 139 in font SdkTrays/Value
Info: Freetype returned null for character 140 in font SdkTrays/Value
Info: Freetype returned null for character 141 in font SdkTrays/Value
Info: Freetype returned null for character 142 in font SdkTrays/Value
Info: Freetype returned null for character 143 in font SdkTrays/Value
Info: Freetype returned null for character 144 in font SdkTrays/Value
Info: Freetype returned null for character 145 in font SdkTrays/Value
Info: Freetype returned null for character 146 in font SdkTrays/Value
Info: Freetype returned null for character 147 in font SdkTrays/Value
Info: Freetype returned null for character 148 in font SdkTrays/Value
Info: Freetype returned null for character 149 in font SdkTrays/Value
Info: Freetype returned null for character 150 in font SdkTrays/Value
Info: Freetype returned null for character 151 in font SdkTrays/Value
Info: Freetype returned null for character 152 in font SdkTrays/Value
Info: Freetype returned null for character 153 in font SdkTrays/Value
Info: Freetype returned null for character 154 in font SdkTrays/Value
Info: Freetype returned null for character 155 in font SdkTrays/Value
Info: Freetype returned null for character 156 in font SdkTrays/Value
Info: Freetype returned null for character 157 in font SdkTrays/Value
Info: Freetype returned null for character 158 in font SdkTrays/Value
Info: Freetype returned null for character 159 in font SdkTrays/Value
Info: Freetype returned null for character 160 in font SdkTrays/Value
Has anyone got the similar problem ?
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

UP

For more details

This is what I got when I only load my mesh file with its material and PNG file :

http://imgur.com/2gUN9zQ


But when I add the skeleton file in it, I got this result :

http://imgur.com/vJjOQwE
Last edited by LuisimonJessie on Sat Jun 04, 2016 6:49 pm, edited 1 time in total.
xrgo
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by xrgo »

I am really sorry I don't know about that problem. But that log you posted is something about fonts and characters I really doubt it has something to do with your problem.
Maybe you could post the entire ogre.log? and some screenshots
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

up
Last edited by LuisimonJessie on Sat Jun 04, 2016 9:27 pm, edited 1 time in total.
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

Thanks for the answer.

Sorry for the lack of details.
Here's when i load my mesh file with its material and png file :
http://imgur.com/2gUN9zQ

Plus the Ogre.log (Without skeleton file)
OgreNS.log
(29.34 KiB) Downloaded 437 times
And It's working!

But when i add the skeleton file (armature bones etc...), here's what I got :
http://imgur.com/vJjOQwE

Plus the Ogre.log with the skeleton file
Ogre.log
(29.05 KiB) Downloaded 469 times

I have no idea why the texture has become like this.

Edit : I don't know why I've posted twice lol, must have lagged.
xrgo
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by xrgo »

things I noticed:
19:24:00: OGRE EXCEPTION(6:FileNotFoundException): 'ogre.cfg' file not found!
But even without reading ogre.cfg should work, so I don't think the problem is here.
And this segment has many 0s in the non working's log:
19:24:04: * Number of floating-point constants for vertex programs: 4096
19:24:04: * Number of integer constants for vertex programs: 0
19:24:04: * Number of boolean constants for vertex programs: 0
19:24:04: * Fragment programs: yes
19:24:04: * Number of floating-point constants for fragment programs: 4096
19:24:04: * Number of integer constants for fragment programs: 0
19:24:04: * Number of boolean constants for fragment programs: 0
19:24:04: * Geometry programs: no
19:24:04: * Number of floating-point constants for geometry programs: 0
19:24:04: * Number of integer constants for geometry programs: 1561
19:24:04: * Number of boolean constants for geometry programs: 0
19:24:04: * Tessellation Hull programs: no
19:24:04: * Number of floating-point constants for tessellation hull programs: 1785
19:24:04: * Number of integer constants for tessellation hull programs: 0
19:24:04: * Number of boolean constants for tessellation hull programs: 1786
19:24:04: * Tessellation Domain programs: no
19:24:04: * Number of floating-point constants for tessellation domain programs: 0
19:24:04: * Number of integer constants for tessellation domain programs: 1787
19:24:04: * Number of boolean constants for tessellation domain programs: 0
19:24:04: * Compute programs: no
19:24:04: * Number of floating-point constants for compute programs: 1788
19:24:04: * Number of integer constants for compute programs: 0
19:24:04: * Number of boolean constants for compute programs: 1789
19:24:04: * Supported Shader Profiles: arbfp1 arbvp1 glsl glsl100 glsl110 glsl120
but I have no idea why its different and anyways you are not using shader I guess so it shouldn't be the problem either.

sorry!
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

Maybe my skeleton file has a problem..My texture works with the mesh + skeleton on blender though.

There must be something I need to do before exporting...or forgotten before I run my OgreApp.
xrgo
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by xrgo »

you could try the models that comes with ogre, the robot, the fish, the penguin, etc. those have texture and skeleton, this way you can see if its your code/ogrebuild or the mesh/skeleton
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

Okay, I tried a new file (new mesh with its skeleton png material...) and seems like it's working

I guess my skeleton file has a problem but can't still figure how since it's definitely working on blender...
xrgo
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by xrgo »

that's great!! sometimes the exporters are not so good :P or where written with an old version of blender, and maybe its not 100% compatible ¿?
enjoy Ogre! =D
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

The version i'm using to export my blend file is 2.69(not the newest I assume ?), do you think that there might be something that has to do with it ?

Anyway, how about you try my files, maybe you'll have a different result ? Who knows...

http://getwebb.org/v/wU06qDXG
There are :

- Bomberman01.mesh
- Bomberman01.skeleton (corrupted ?)
- Bomberman01.png.material
- Bomberman01.png
- blend file

I used the script which allowed me to export Ogre3D(.scene and .mesh) on blender for this file.blend
LuisimonJessie
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by LuisimonJessie »

I've figured this out,

Turns out my OgreXMLConverter was somehow broken...

I've tried on MAC and download the tool OgreXMLConverter and it worked...lol.
xrgo
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by xrgo »

glad you got it working!
cheers!
HeGa
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Re: blender2ogre armature/skeleton displacig texture/materia

Post by HeGa »

I'm experiencing exactly the same problem. If I use skeleton file, uv coordinates are all messed up.
I've tried different versions of blender and also blender2ogre. Nothing changed.
The problem is OgreXMLConverter, as I diff checked two xml files, one working, one not. The two was exactly the same. With a low chance, sometimes, OgreXMLConverter builds correct binary file somehow, I don't know why.
I'm using default branch from October, before that it was July. Exactly the same.
But it is worth mentioning that, before this summer I was using default branch from like March or so, it was working flawlessly.

From hours of trying and trying I've concluded that OgreXMLConverter has some kind of bug. Can anyone look at this?


UPDATE: I've tried with different computers and OSs and here is the final result:
*Blender and blender2ogre exporter script works. (Produces identical xml files across the OSs.)
*OS is the factor to blame. I don't know why but, OgreXMLConverter is not working good on Windows 10. The same OgreXMLConverter exe in Windows 7 produces working mesh files universally. But in Windows 10 it is buggy and most of the time UVs are distorted.

Here are the files(One from Win7-working and one from Win10-notworking)
https://drive.google.com/open?id=0B3Xy7 ... 2FpZHZBY0k
https://drive.google.com/open?id=0B3Xy7 ... jlybkZ6YkU
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