Blender mesh/scene exporter, apply size and rotation problem

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mba
Greenskin
Posts: 110
Joined: Sun Sep 11, 2005 10:31 am
Location: Denmark

Blender mesh/scene exporter, apply size and rotation problem

Post by mba »

Hi

After I discovered that my exporting approach where wrong. I previously exported my models with World coordinates which conflicted with position and rotation in my exported dotscene file. Now I'm trying to export without the world coordinates on, and rely on the rotational and positional information in the dotscene file.

The problem is that my objects seems scattered all over the place. If I export without World coordinates in my meshes and use the pos/rot info in the dotscene file the objects isn't where they should be. (Ive read several posts about how to export with the correct coordinate system between blender/ogre, and I don't think its that).

Then I had an idea, maybe I should apply size and rotation with ctrl-a in blender (read several posts about that also), it does have an effect but the objects are still scattered) It seems they are placed in a position like I had used "clear rotation and size".

Any help would be much appreciated.

Kind regards
Martin
reimpell
OGRE Contributor
OGRE Contributor
Posts: 570
Joined: Mon Mar 01, 2004 10:35 am
Location: Hamburg, Germany

Re: Blender mesh/scene exporter, apply size and rotation pro

Post by reimpell »

mba wrote:If I export without World coordinates in my meshes and use the pos/rot info in the dotscene file the objects isn't where they should be.
Can you provide a .blend file?
mba
Greenskin
Posts: 110
Joined: Sun Sep 11, 2005 10:31 am
Location: Denmark

Post by mba »

Hi reimpell

Thank you for replying.
I can't make any gfx samples public, but fortunately I have temporarily solved the problem by exporting all objects with world coordinates on, and then in blender selected "clear position" and done a dotscene export where all objects where located at origin. This works as a hack.

M.
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