Easy Ogre Exporter for 3DSMAX
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Hmm actually it works with clips from bip files.
I'm not sure about another methods, but EOE just read the clip position and name and then read the animation key for each bone, so in theory it should work too ^^
Edit :
oups after a look at the code, the mixer is retrieved from the biped interface, I don't know if it is possible to get it with an another method.
I'm not sure about another methods, but EOE just read the clip position and name and then read the animation key for each bone, so in theory it should work too ^^
Edit :
oups after a look at the code, the mixer is retrieved from the biped interface, I don't know if it is possible to get it with an another method.
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
astray2006
- Gnoblar
- Posts: 2
- Joined: Mon Apr 15, 2013 6:48 am
Re: Easy Ogre Exporter for 3DSMAX
some one notice easy ogre exporter 3dsmax cann't exprot bone's scale animation?
or i make some mistake to set it?
or i make some mistake to set it?
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Hello !
No the scale is removed to export the skeleton correctly. I don't know if another exporters get this works properly.
No the scale is removed to export the skeleton correctly. I don't know if another exporters get this works properly.
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
astray2006
- Gnoblar
- Posts: 2
- Joined: Mon Apr 15, 2013 6:48 am
Re: Easy Ogre Exporter for 3DSMAX
thank you..
-
thegameexplorer
- Gnoblar
- Posts: 4
- Joined: Mon Apr 22, 2013 6:44 am
Re: Easy Ogre Exporter for 3DSMAX
Could you please link me to version 0.998?
Later versions seem to have stopped working for me (uv issues)
Later versions seem to have stopped working for me (uv issues)
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
strange ^^
what version of max do you use ?
could you send me a max sample with your problem.
what version of max do you use ?
could you send me a max sample with your problem.
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
thegameexplorer
- Gnoblar
- Posts: 4
- Joined: Mon Apr 22, 2013 6:44 am
Re: Easy Ogre Exporter for 3DSMAX
I'm using Max 2010.
The issue doesn't appear in the scene itself, it appears in the ogre3d application I'm using which probably wont get updated for a while
Older versions didn't have this problem so that's why I asked for the older but known working version
The issue doesn't appear in the scene itself, it appears in the ogre3d application I'm using which probably wont get updated for a while
Older versions didn't have this problem so that's why I asked for the older but known working version
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
you can get previous versions using an subversion client on https://arkeon.dyndns.org/svn-scol/trun ... ax%202010/
like tortoise svn > show log
but I would like to find the origin of your problem ^^
like tortoise svn > show log
but I would like to find the origin of your problem ^^
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
thegameexplorer
- Gnoblar
- Posts: 4
- Joined: Mon Apr 22, 2013 6:44 am
Re: Easy Ogre Exporter for 3DSMAX
Thank you, I managed to download an older revision using TortoiseSVN.
This is what the problem looks like
http://puu.sh/2ENRL.jpg
The textures are warped or are completely solid.
This is what the problem looks like
http://puu.sh/2ENRL.jpg
The textures are warped or are completely solid.
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Does the mesh have a special modifier or empty material Ids on some poly ?
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
thegameexplorer
- Gnoblar
- Posts: 4
- Joined: Mon Apr 22, 2013 6:44 am
Re: Easy Ogre Exporter for 3DSMAX
The meshes are completely clean. No modifiers and all 19 material id's are filled up.
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Ok :/
If you can send me the mesh with the textures I could try to debug the case.
If you can send me the mesh with the textures I could try to debug the case.
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Hello !
A new version of Easy Ogre Exporter is available : V 1.7
- update to Ogre 1.9
- add support for Max 2014 (64bits only)
- add Yup axis check box
- morpher succefully tested on max 2014
As usual you can found the binaries here : https://arkeon.dyndns.org/svn-scol/trun ... er/output/
A new version of Easy Ogre Exporter is available : V 1.7
- update to Ogre 1.9
- add support for Max 2014 (64bits only)
- add Yup axis check box
- morpher succefully tested on max 2014
As usual you can found the binaries here : https://arkeon.dyndns.org/svn-scol/trun ... er/output/
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
neighborlee
- Halfling
- Posts: 44
- Joined: Sun Dec 08, 2002 10:16 pm
- Contact:
Re: Easy Ogre Exporter for 3DSMAX
Im getting a error here in max 2014:
procedure entry point error in getinterface@classblah could not be located in the dynamic link library c:/applications/3d/max2014/3ds max2014/plugins/easyogreexporter.dle
any idea ?
thx
nl
;0-00
procedure entry point error in getinterface@classblah could not be located in the dynamic link library c:/applications/3d/max2014/3ds max2014/plugins/easyogreexporter.dle
any idea ?
thx
nl
;0-00
========================================
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Hello
try to install the Visual studio 2010 redist
see in the install section : http://www.ogre3d.org/tikiwiki/tiki-ind ... e+Exporter
maybe this is the case.
try to install the Visual studio 2010 redist
see in the install section : http://www.ogre3d.org/tikiwiki/tiki-ind ... e+Exporter
maybe this is the case.
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
neighborlee
- Halfling
- Posts: 44
- Joined: Sun Dec 08, 2002 10:16 pm
- Contact:
Re: Easy Ogre Exporter for 3DSMAX
Actually I already have both versions installed, I wonder if the x86 is conflicting with the x64 ?
Short of that no clue given I've never worked with max exporter per se.
thx
nl
Short of that no clue given I've never worked with max exporter per se.
thx
nl
========================================
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Are you sure you took the correct exporter version for max 2014 ?
https://arkeon.dyndns.org/svn-scol/trun ... porter.dle
https://arkeon.dyndns.org/svn-scol/trun ... porter.dle
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
neighborlee
- Halfling
- Posts: 44
- Joined: Sun Dec 08, 2002 10:16 pm
- Contact:
Re: Easy Ogre Exporter for 3DSMAX
I was getting them from here: http://www.ogre3d.org/tikiwiki/tiki-ind ... e+Exporter , but ya, way off what your URL shows,and what you posted has me past the error, so ty for that 
cheers
nl
cheers
nl
========================================
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
-
neighborlee
- Halfling
- Posts: 44
- Joined: Sun Dec 08, 2002 10:16 pm
- Contact:
Re: Easy Ogre Exporter for 3DSMAX
P.S.- When I export and check LOD generation I get an error, yet if I do not chose LOD gen. I do not get an error.
Btw, Ty so much for putting out this wonderful exporter.
cheers
nl
Btw, Ty so much for putting out this wonderful exporter.
cheers
nl
========================================
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
all our tomorrows hold to hope we remember the past and make today a bright reminder of our humanity and what we have to look fwd to and become..
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Doh !
I changed the LOD generation method for Ogre 1.9 and I forgot to test it ^^
Thanks for the feedback
I changed the LOD generation method for Ogre 1.9 and I forgot to test it ^^
Thanks for the feedback
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
Hello !
a new version of EOE is available 1.7.1
- LOD now works correctly, since it use the new ogre 1.9 progressive mesh, the result is a lot better
think to not scale objects with generated LOD, the pixel LOD strategy do not work on other Ogre version, so it still use the distance strategy.
- correction on log data for max 2013 /2014
- correction on pose animation when a pose target have a bad number of vertex
a new version of EOE is available 1.7.1
- LOD now works correctly, since it use the new ogre 1.9 progressive mesh, the result is a lot better
think to not scale objects with generated LOD, the pixel LOD strategy do not work on other Ogre version, so it still use the distance strategy.
- correction on log data for max 2013 /2014
- correction on pose animation when a pose target have a bad number of vertex
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
arkeon
- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
- x 38
Re: Easy Ogre Exporter for 3DSMAX
HI there !
There is again a new version of EOE available : V 1.8
What's new :
- Animated textures support from Max IFL files
- node, vertex and skeleton animations are now optimized (remove the non necessary keys)
- correction on UV coords (I think this was the bug thegameexplorer has)
There is again a new version of EOE available : V 1.8
What's new :
- Animated textures support from Max IFL files
- node, vertex and skeleton animations are now optimized (remove the non necessary keys)
- correction on UV coords (I think this was the bug thegameexplorer has)
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
ftejada
- Halfling
- Posts: 65
- Joined: Sun Feb 14, 2010 10:18 pm
Re: Easy Ogre Exporter for 3DSMAX
Hello again and thanks for answering the last time. For various personal reasons I have not answered before.arkeon wrote:hello !
- Go there : https://arkeon.dyndns.org/svn-scol/trun ... er/output/
- Accept the certificate
- choose your windows (32 or 64 bits)
- choose your max version and download the dle file.
- then copy the dle file in your max/plugins directory
that's all
I downloaded and installed EasyOgreExporter.
Thank you very much, greetings.
-
panzhiyi3
- Halfling
- Posts: 43
- Joined: Mon Dec 28, 2009 4:37 am
- x 2
Re: Easy Ogre Exporter for 3DSMAX
When you export a teapot model(I use max2013),you will get a wrong uv coord in Ogre,is this a bug of exporter?I often get some wrong uv for Sponza scene and so on.
-
panzhiyi3
- Halfling
- Posts: 43
- Joined: Mon Dec 28, 2009 4:37 am
- x 2
Re: Easy Ogre Exporter for 3DSMAX
Sorry, I just saw the new version of 1.8.seems it fixed the bug,I will try it,maybe the incorrect uv has gonepanzhiyi3 wrote:When you export a teapot model(I use max2013),you will get a wrong uv coord in Ogre,is this a bug of exporter?I often get some wrong uv for Sponza scene and so on.