Hi,
I'm upgrading to my Maya 6.5 and I've downloaded the newest maya2ogre for 6.5 (http://www.ogre3d.org/index.php?option= ... t=category)
Some of my old meshes (.mb files) seem to work, but many, including very simple shapes (a simple box, either as subdivision or as nurbs) fails.
The command shell output looks like this:
---
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
C:\local\applications\maya6.5\bin>pause
Press any key to continue . . .
--
OgreXMLConverter log looks like this:
10:38:53: An exception has been thrown!
-----------------------------------
Details:
-----------------------------------
Error #: 4
Function: MeshSerializerImpl::exportMesh
Description: The Mesh you have supplied does not have its bounds completely defi
ned. Define them first before exporting..
File: C:\Documents and Settings\Francesco\My Documents\Projects\Dev\OGRE\ogre-1.
0.0\OgreMain\src\OgreMeshSerializerImpl.cpp
Line: 71
---
As a sidenote, I don't get the "Ogre Export" menu up either, but have to start it through the script editor. I see no error messages in the script editor nor in the output window.
Am I doing something silly?
Anybody out there who can help me on where I err?
Any and all help is appreciated,
Yarc.
[bug?] maya2ogre: mesh has not completely defined bounds
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yarc
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yarc
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[bug?] maya2ogre: mesh has not completely defined bounds
I think you are right. The error message(s) surely could've been more informative given this is probably the case.
--
I cannot keep from wondering why though? I understand the rendering engine needs tessellated triangles, but since making both a nurbs and a subdiv into a polygon is a single simple function in Maya, it strikes me as a nice convenience to have which wouldn't cost much to implement?
"If the mesh to be exported is not a polygon, call the converting function first making a temporary object and then export"
--
Oh well, I'm rambling.
Thanks for the reply,
Yarc.
--
I cannot keep from wondering why though? I understand the rendering engine needs tessellated triangles, but since making both a nurbs and a subdiv into a polygon is a single simple function in Maya, it strikes me as a nice convenience to have which wouldn't cost much to implement?
"If the mesh to be exported is not a polygon, call the converting function first making a temporary object and then export"
--
Oh well, I'm rambling.
Thanks for the reply,
Yarc.
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i dont know if you've ever tried converting between geometry types...
but probably the reason they wouldnt want to incorporate the automatic geometry conversion is because it many times gives you a really nasty mesh... or other times gives you a very high-poly mesh... or too low poly mesh... usually you have to mess with the conversion settings a lot to get what you want. getting it right would probably just over-complicate the exporter.
Also, i've never met a professional game artist that didnt model in polygons....
good luck
but probably the reason they wouldnt want to incorporate the automatic geometry conversion is because it many times gives you a really nasty mesh... or other times gives you a very high-poly mesh... or too low poly mesh... usually you have to mess with the conversion settings a lot to get what you want. getting it right would probably just over-complicate the exporter.
Also, i've never met a professional game artist that didnt model in polygons....
good luck