I'm not an artist, and I'm having big time trouble for exporting neverwinter night mesh in Ogre. I manage to export it from mdl to 3ds max. But from .max to .mesh , I can't figure it out. I've read so many time the tutorial. I figure that the problem is cause by the mesh object hierarchy. In the Neverwinternight mesh, I have 36 mesh. You can select (in ogreexporter) only one mesh a the time, and not the top level mesh (event if you click on the top level mesh, It's gonna select the closest mesh in the hierarchy). But in the mouse sample example, you can click on a mesh that include all other. I've put an image to show you want I mean ... the red circle is the one you use to export the mouse mesh... and I don't have it in the neverwinternight mesh.
And here are the spider max file (the mouse max file can be found in ogrexporter sample folder):
The main problem with that model is it is not animated with bones, it uses vertex animation. I don't believe Ogre can handle that (someone please correct me if I'm wrong). You'll have to create a skeleton for the spider and re-animate it.
As for all the individual meshes, you'll have to attach them to each other via the Attach modifier. You can delete the helper objects (don't attach them to the mesh).
Is there anyway that NVMax (the exporter mdl to max for NeverWinterNight) can use bone instead of vertex animation? I did not find any clue on their web site, perhaps you guys use it before.
DrPain wrote:The main problem with that model is it is not animated with bones, it uses vertex animation. I don't believe Ogre can handle that (someone please correct me if I'm wrong).
Dagon can do vertex animation, but as yet no exporters have been updated to support it.
You can already export vertex animations from Blender using this preview of the rewritten exporter, but there is no graphical user interface yet. To export vertex animation you have to
Extract the complete archive into Blender's scripts directory.