Yes I understood that too, but it could help Onsokumaru.Sadr wrote:@SRombauts I'm pretty sure you just linked to an exporter that's unrelated to the one that is being discussed here.
Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
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- Kobold
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
http://www.srombauts.fr, comments from an Android developer
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- Halfling
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Look HERE
So...... This should mean that some kind soul could make a 2.5 Blender exporter now eh? If we bribe them or something
So...... This should mean that some kind soul could make a 2.5 Blender exporter now eh? If we bribe them or something
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- Kobold
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
We already have a not so bad exporter compatible with Blender 2.56+SVN r35672 (not so far from the 2.57 r35899), and I'll update it as soon as possibledustbin1_uk wrote:Look HERE
So...... This should mean that some kind soul could make a 2.5 Blender exporter now eh? If we bribe them or something
See the topic here :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
(the project page is here http://code.google.com/p/blender2ogre/)
Cheers,
SRombauts
http://www.srombauts.fr, comments from an Android developer
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- Halfling
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Ahhhhhhhhhhh! That's good news!
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- Kobold
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
First release for Blender 2.57 is out, please give it a try : http://www.ogre3d.org/forums/viewtopic. ... 18#p424018SRombauts wrote:We already have a not so bad exporter compatible with Blender 2.56+SVN r35672 (not so far from the 2.57 r35899), and I'll update it as soon as possible
See the topic here :
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
(the project page is here http://code.google.com/p/blender2ogre/)
http://www.srombauts.fr, comments from an Android developer
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- Halfling
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Wow that was fast! Thanks I'll give it a go as soon as I can.
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- Kobold
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Hi guys, I've been trying to install the script, however, the readme says to copy the OgreMeshy folder to C:\Dependencies, except there is no dependencies directory on my computer. nor is there one located in my blender directory, nor in the ogreSDK folder either. Am I supposed to create that directory or what? Help is greatly appreciated.
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- Kobold
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
It says "... copy it to C:\WhirledPeas wrote:Hi guys, I've been trying to install the script, however, the readme says to copy the OgreMeshy folder to C:\Dependencies...
Dependancies ...", it might be a problem with Linux endlines and your editor...
But in fact all this is optional and configurable in the blender2ogre.cfg
http://www.srombauts.fr, comments from an Android developer
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Hi, downloaded and extracted the script to my blender addons folder,
enabled the script in the addons manager within blender,
Can export, only need to export .mesh with it, figured that out, at least the basics though I haven't messed with the options, looked for tangent calc/rotated tangent calc, other things that may be useful.
So far it's cool, but one problem: I don't see any interface changes, and I don't particularly like the interface being changed, being new to blender and all. But is it supposed to change the interface? There is an image that seems to point out new buttons and stuff within blender, but I didn't see new buttons?
Thanks for your work so far, it probably could be streamlined or given its own floating panel, but it's good work.
edit: actually, I can see now, there are errors when I push buttons and the interface has too many buttons/redundancy now, something is wrong, scaring me away from this script, very saddening, as it appears it's the only real option for 2.57. Looking forward to trying updated versions still.
enabled the script in the addons manager within blender,
Can export, only need to export .mesh with it, figured that out, at least the basics though I haven't messed with the options, looked for tangent calc/rotated tangent calc, other things that may be useful.
So far it's cool, but one problem: I don't see any interface changes, and I don't particularly like the interface being changed, being new to blender and all. But is it supposed to change the interface? There is an image that seems to point out new buttons and stuff within blender, but I didn't see new buttons?
Thanks for your work so far, it probably could be streamlined or given its own floating panel, but it's good work.
edit: actually, I can see now, there are errors when I push buttons and the interface has too many buttons/redundancy now, something is wrong, scaring me away from this script, very saddening, as it appears it's the only real option for 2.57. Looking forward to trying updated versions still.
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- Halfling
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
no this export script is for 2.49 not 2.57
there is no official 2.57 exporter yet, lf3thn4d is still working on it
there are 2 other exporters floating around that work with 2.5x but havent used them in a while so not sure of their current status
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=60170
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
there is no official 2.57 exporter yet, lf3thn4d is still working on it
there are 2 other exporters floating around that work with 2.5x but havent used them in a while so not sure of their current status
http://www.ogre3d.org/forums/viewtopic.php?f=8&t=60170
http://www.ogre3d.org/forums/viewtopic.php?f=4&t=61485
IRC Nick: Jake-GR
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- Gold Sponsor
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
I have a question about bone parents.
In my model none of the bones have parents because I move them around manually. I notice the blender exported XML file says
I ran into a problem where my converted models would act as if bone index 0 was the parent of all the rest. Could there be an error such that either Ogre or OgreXMLConverter will treat bone 0 as a parent to all bones who have no parent?
In my model none of the bones have parents because I move them around manually. I notice the blender exported XML file says
Code: Select all
<bonehierarchy>
</bonehierarchy>
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
im not sure how exactly to state my problem...
right now Im relying exported .mesh models from blender to my programmer, who then in turn puts the .mesh file (with .material and textures) into his ogre powered engine then send me back screenshots. the thing is, he says the models I provide him with do not export the normals correctly he is unable to apply shaders to the models (like toon shading, etc)
I made sure the models have their normals recalculated to face the right way but it still gives the same problem. Can someone help me? Is the .material file that could be the problem? I would send some screenshots and paste some code but Im not at my working computer atm....
right now Im relying exported .mesh models from blender to my programmer, who then in turn puts the .mesh file (with .material and textures) into his ogre powered engine then send me back screenshots. the thing is, he says the models I provide him with do not export the normals correctly he is unable to apply shaders to the models (like toon shading, etc)
I made sure the models have their normals recalculated to face the right way but it still gives the same problem. Can someone help me? Is the .material file that could be the problem? I would send some screenshots and paste some code but Im not at my working computer atm....
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
You can have a look at the .mesh.xml file and see if the normals look alright. That might give you some hint about where the problem is.
Try making a cube and sending that to your programmer, after checking the normals in the xml. That might make tracking down the normal problem easier. Send the programmer the xml too so he can have a look.
Try making a cube and sending that to your programmer, after checking the normals in the xml. That might make tracking down the normal problem easier. Send the programmer the xml too so he can have a look.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Thanks for the reply, but I wouldnt know what I would be looking for in the .xml file....I'm srry I'm not a programmer in any capacity
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Hey sorry for the double post:
My programmer told me that the reason why the .mesh/.material file can't support shaders: He said it's because I exported using ogre verson 1.4 while he is using ogre 1.7...Is there anything I can do to use ogre 1.7 to export the model?
My programmer told me that the reason why the .mesh/.material file can't support shaders: He said it's because I exported using ogre verson 1.4 while he is using ogre 1.7...Is there anything I can do to use ogre 1.7 to export the model?
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- Goblin
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Get the latest Ogre command line tools with the 1.7 OgreXMLConverter. That should enable you to export 1.7 mesh and material files.
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
I don't know how to implement these steps, please show me thanks. If possible , put a picture of howto do , such as where is "Scripts Window", How does " the script and all subdirectories " refer to ? Hope you reply, thank!lf3thn4d wrote:
Install:
- Download python and install: http://www.python.org/download/ (Note: Get v2.6.4. Blender is compiled against v2.6. Hence only this version will work.)
- Copy the the script and all subdirectories either into ".blender/scripts" or the user defined scripts directory.
- In the "Scripts Window" run "Scripts → Update Menus".
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- OGRE Team Member
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Seriously: You've got to show some self-initiative. Then things you asked about can easily be answered by a bit of effort from your side!" E.g. just use google with something like "Blender Script window" and it should solve that "mystery" .menglixiaoyi wrote:I don't know how to implement these steps, please show me thanks. If possible , put a picture of howto do , such as where is "Scripts Window", How does " the script and all subdirectories " refer to ? Hope you reply, thank!lf3thn4d wrote:
Install:
- Download python and install: http://www.python.org/download/ (Note: Get v2.6.4. Blender is compiled against v2.6. Hence only this version will work.)
- Copy the the script and all subdirectories either into ".blender/scripts" or the user defined scripts directory.
- In the "Scripts Window" run "Scripts → Update Menus".
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Hello World !
First sorry for my poor english.
I used this add on for export static meshs and it worked very well !
But when i try to export skeletal animation, i have a strange result, the mesh export is correct but when i apply my animation, the vertices become crazy.
I made you a screen, at the top you have the mesh without any modification and at the botom, you have the mesh with a simple idle animation :
PS : We dont se it on the screen but the bottom mesh is entirely symmetrical.
I hope you could help me !
First sorry for my poor english.
I used this add on for export static meshs and it worked very well !
But when i try to export skeletal animation, i have a strange result, the mesh export is correct but when i apply my animation, the vertices become crazy.
I made you a screen, at the top you have the mesh without any modification and at the botom, you have the mesh with a simple idle animation :
PS : We dont se it on the screen but the bottom mesh is entirely symmetrical.
I hope you could help me !
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- Gold Sponsor
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
It's possible you've got bone movements/scaling done in Object mode instead of edit mode. Have a look at the skeleton.xml file and see if the bone positions there are the same as what they are in blender.
"In theory there is no difference between practice and theory. In practice, there is." - Psychology Textbook.
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Yes your right, the bones positions in my .skeleton.xml file are looking strange, this is a part of the file :
A lot of bones have 0.00 position, maiby it came from it.
My Mesh and my skeleton are scaled to 1:1:1, positioned to 0:0:0 and rotated to 0:0:0 in object mode, i tried with and without 'link scale' option, my armature modifier have 'Vertex Group' and 'B-BoneRest' checked (i saw it in the exporter's documentation)
Code: Select all
<bone id="3" name="Spine">
<position x="0.002475" y="-2.222021" z="0.051603"/>
<rotation angle="0.040188">
<axis x="-1.000000" y="0.000006" z="-0.000000"/>
</rotation>
</bone>
<bone id="10" name="Hips">
<position x="0.002475" y="-2.222021" z="0.051603"/>
<rotation angle="2.105980">
<axis x="-0.569652" y="-0.494057" z="-0.656814"/>
</rotation>
</bone>
<bone id="12" name="Hips.001">
<position x="0.002475" y="-2.222021" z="0.051603"/>
<rotation angle="2.105529">
<axis x="-0.569951" y="0.495716" z="0.655303"/>
</rotation>
</bone>
<bone id="8" name="spine">
<position x="-0.000000" y="10.080589" z="-0.000000"/>
<rotation angle="2.017494">
<axis x="-0.614676" y="0.186321" z="0.766458"/>
</rotation>
</bone>
<bone id="5" name="Spine.001">
<position x="-0.000000" y="10.080589" z="-0.000000"/>
<rotation angle="2.020398">
<axis x="-0.619486" y="-0.189905" z="-0.761691"/>
</rotation>
</bone>
<bone id="0" name="Head">
<position x="-0.000000" y="10.080589" z="-0.000000"/>
<rotation angle="3.099986">
<axis x="0.006380" y="0.956031" z="0.293197"/>
</rotation>
</bone>
<bone id="11" name="LeftUplLeg">
<position x="-0.000000" y="1.428069" z="0.000000"/>
<rotation angle="1.870798">
<axis x="-0.618630" y="0.669165" z="-0.411722"/>
</rotation>
</bone>
<bone id="4" name="RightUpLeg">
<position x="0.000000" y="1.456636" z="0.000000"/>
<rotation angle="1.876301">
<axis x="-0.621336" y="-0.666390" z="0.412147"/>
</rotation>
</bone>
<bone id="1" name="RightArm">
<position x="-0.000000" y="3.989079" z="0.000001"/>
<rotation angle="0.474118">
<axis x="0.507136" y="0.115346" z="0.854112"/>
</rotation>
</bone>
<bone id="6" name="LeftArm">
<position x="0.000000" y="3.982912" z="0.000000"/>
<rotation angle="0.473409">
<axis x="0.504086" y="-0.087691" z="-0.859190"/>
</rotation>
</bone>
<bone id="2" name="LeftLeg">
<position x="0.000000" y="3.989224" z="0.000000"/>
<rotation angle="0.221056">
<axis x="0.791156" y="0.421381" z="-0.443295"/>
</rotation>
</bone>
<bone id="9" name="RightLeg">
<position x="-0.000000" y="3.985994" z="0.000000"/>
<rotation angle="0.220358">
<axis x="0.797145" y="-0.432439" z="0.421374"/>
</rotation>
</bone>
<bone id="16" name="RightForeArm">
<position x="0.000000" y="4.887451" z="-0.000000"/>
<rotation angle="0.255028">
<axis x="0.773607" y="0.633550" z="0.012096"/>
</rotation>
</bone>
<bone id="14" name="LeftForeArm">
<position x="-0.000000" y="4.887450" z="0.000000"/>
<rotation angle="0.255028">
<axis x="0.773607" y="-0.633550" z="-0.012096"/>
</rotation>
</bone>
<bone id="7" name="LeftFoot">
<position x="0.000000" y="2.849008" z="-0.000000"/>
<rotation angle="1.284926">
<axis x="0.998151" y="-0.050185" z="-0.034289"/>
</rotation>
</bone>
<bone id="17" name="RightFoot">
<position x="0.000000" y="2.849008" z="-0.000000"/>
<rotation angle="1.284926">
<axis x="0.998151" y="0.050185" z="0.034289"/>
</rotation>
</bone>
<bone id="13" name="RightHand">
<position x="-0.000000" y="3.394633" z="-0.000000"/>
<rotation angle="0.462615">
<axis x="-0.598846" y="-0.572467" z="0.560057"/>
</rotation>
</bone>
<bone id="15" name="LeftHand">
<position x="0.000000" y="3.394633" z="-0.000000"/>
<rotation angle="0.462615">
<axis x="-0.598847" y="0.572467" z="-0.560058"/>
</rotation>
</bone>
</bones>
My Mesh and my skeleton are scaled to 1:1:1, positioned to 0:0:0 and rotated to 0:0:0 in object mode, i tried with and without 'link scale' option, my armature modifier have 'Vertex Group' and 'B-BoneRest' checked (i saw it in the exporter's documentation)
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
I got a problem when I tried to export a human model from blender it doest include the animations. I am using the Makehuman as a model. Then error is something like this
And then skin became somewhat transparent
like this
Uploaded with ImageShack.us
[/img]
Code: Select all
14:28:13: Creating resource group General
14:28:13: Creating resource group Internal
14:28:13: Creating resource group Autodetect
14:28:13: Registering ResourceManager for type Mesh
14:28:13: Registering ResourceManager for type Material
14:28:13: Registering ResourceManager for type Skeleton
14:28:26: XMLMeshSerializer reading mesh data from Test_girlMesh.mesh.xml...
14:28:37: Reading geometry...
14:28:38: Geometry done...
14:28:38: Reading submeshes...
14:28:38: Submeshes done.
14:28:38: Skeleton: Loading Test_girlMesh.skeleton
14:28:38: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Test_girlMesh.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at ..\src\OgreResourceGroupManager.cpp (line 753)
14:28:38: Unable to load skeleton Test_girlMesh.skeleton for Mesh conversion. This Mesh will not be animated. You can ignore this message if you are using an offline tool.
14:28:38: Reading bone assignments...
14:28:39: Bone assignments done.
14:29:08: XMLMeshSerializer import successful.
14:29:08: Reorganising vertex buffers to automatic layout..
14:29:08: MeshSerializer writing mesh data to Test_girlMesh.mesh...
14:29:08: File header written.
14:29:08: Writing mesh data...
14:29:08: Writing submesh...
14:29:08: Exporting submesh texture aliases...
14:29:08: Submesh texture aliases exported.
14:29:08: Submesh exported.
14:29:08: Writing submesh...
14:29:08: Exporting submesh texture aliases...
14:29:08: Submesh texture aliases exported.
14:29:08: Submesh exported.
14:29:08: Writing submesh...
14:29:08: Exporting submesh texture aliases...
14:29:08: Submesh texture aliases exported.
14:29:08: Submesh exported.
14:29:08: Writing submesh...
14:29:08: Exporting submesh texture aliases...
14:29:08: Submesh texture aliases exported.
14:29:08: Submesh exported.
14:29:08: Exporting skeleton link...
14:29:08: Skeleton link exported.
14:29:08: Exporting shared geometry bone assignments...
14:29:08: Shared geometry bone assignments exported.
14:29:08: Exporting bounds information....
14:29:08: Bounds information exported.
14:29:08: Exporting submesh name table...
14:29:08: Submesh name table exported.
14:29:08: Exporting edge lists...
14:29:08: Edge lists exported
14:29:09: Mesh data exported.
14:29:09: MeshSerializer export successful.
14:29:09: Unregistering ResourceManager for type Skeleton
14:29:09: Unregistering ResourceManager for type Material
14:29:09: Unregistering ResourceManager for type Mesh
And then skin became somewhat transparent
like this
Uploaded with ImageShack.us
[/img]
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- Ogre Magi
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
That's a make human materials problem, you need to create your own materials for use in OGRE, there are some problems with the materials directly from MH.
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
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- Gnoblar
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
I got another problem I tried to export the Sinbad.mesh to ogre using blender export. Im using blender 2.49b and the error is about the materials thingy, The texture for the sinbad hasnt been exported or something like that.
The log
Uploaded with ImageShack.us
[/img]
And the Sinbad looks like this in the ogremeshy
Uploaded with ImageShack.us
[/img]
Please help me on how to fix it....
The log
Uploaded with ImageShack.us
[/img]
And the Sinbad looks like this in the ogremeshy
Uploaded with ImageShack.us
[/img]
Please help me on how to fix it....
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- Kobold
- Posts: 29
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Re: Latest Blender Export Script [Wed Aug 25, 2010 - v1.4]
Hello guys (if someone is still here),
I'm using 2.49b blender and the old exporter for it. I'm trying to export a path as a mesh. In other words I have an edge loop with no faces, just one vertex is connected to another and so on, I want to export it, but it seems that exporter does culling, so it removes all the vertices that aren't in a face, how can I avoid it? I just want a plain vertex to vertex thing. If anyone can help me with this and save my day, I would be really grateful
I'm using 2.49b blender and the old exporter for it. I'm trying to export a path as a mesh. In other words I have an edge loop with no faces, just one vertex is connected to another and so on, I want to export it, but it seems that exporter does culling, so it removes all the vertices that aren't in a face, how can I avoid it? I just want a plain vertex to vertex thing. If anyone can help me with this and save my day, I would be really grateful