Easy Ogre Exporter for 3DSMAX
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
Good point about the Max SDK.. The morpher sample built fine so I'm guessing it's an issue with Ogre as there were a few things missing. (Lod and animation related) so I'll grab the latest 1.9 source and create a new build. Thanks!
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Yes I've update to the Ogre 1.9 trunk last time.
you should just update it
you should just update it
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
I managed to compile it against Ogre 2.0, well isn't that a treat !
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Ok good thing to know
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
both x86 and x64 version failed with my autodesk 3dsmax 2012 64-bit:
error info:
failed to initialize,ErrorCode 193 - % 1 not an invalid win32 program
error info:
failed to initialize,ErrorCode 193 - % 1 not an invalid win32 program
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Did you use the setup program to install the exporter ?
Do you have admin rights on the computer ?
(EOE 2.0 works for me on Max 2012)
Do you have admin rights on the computer ?
(EOE 2.0 works for me on Max 2012)
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
i just copy .dle file to 3dsmax\plugins.
i download the file again, it works well now
i download the file again, it works well now
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
Are you adding an option to export it to Ogre .XML format (.skeleton.xml and .mesh.xml)?. The compiled files give me some problems on JME3. I can convert it vith the ogre converter but It would be better if this plugins did it by it self.
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
What sort of problem do you have ?
exporting this resources in xml could be done, but this is a lot of work. maybe that your problem could be managed in an option for meshes buffers
exporting this resources in xml could be done, but this is a lot of work. maybe that your problem could be managed in an option for meshes buffers
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
Actually I'm just trying to export some models and import them after on JME3. This is giving me some problems when importing them if they are compiled (Cannot locate Models/prueba4/Cylinder.mesh.xml for scene Models/prueba4/cilinder.scene), JME3 tries to find the .mesh.xml so I'm using a converter between compiled -> .xml (OgreXMLConverter, on Ogre-1.9-tools on Ubuntu).arkeon wrote:What sort of problem do you have ?
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
didn't known about JME3, but yes it seems it use only xml formats.
I'll try to add this option in the exporter when I'll have time (I already did this on an another exporter) but this is not a priority for now.
I'll try to add this option in the exporter when I'll have time (I already did this on an another exporter) but this is not a priority for now.
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
A ~week ago i started to build exporter. EasyOgreExporter.dle is built successfully but when i'm trying to export, 3ds max throw "An error has occured." And crashes.
Last three lines from exporter log:
...
Writing Box001 mesh binary...
Info: Create Ogre submeshs
Info: create submesh1 : 0
PS: Max 2013, OGRE 1.9
Please help, no ideas i have ((
Last three lines from exporter log:
...
Writing Box001 mesh binary...
Info: Create Ogre submeshs
Info: create submesh1 : 0
PS: Max 2013, OGRE 1.9
Please help, no ideas i have ((
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Hi
did you try in debug ? to see where it crash exactly.
Did you made changes in the exporter ?
did you try in debug ? to see where it crash exactly.
Did you made changes in the exporter ?
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
No changes in exporter I made.
I set some log spots and found that it crashed in method "createOgreSubmesh" (Exmesh.cpp)
Also I tried to do it with downloaded version (https://arkeon.dyndns.org/svn-scol/trun ... ax%202013/) and this version works good.
But I'm going to change some features in exporter. Have you more advices ?
Ps: all stuff built on 64 bit with _SECURE_SCL=0; in preprocessor.
I set some log spots and found that it crashed in method "createOgreSubmesh" (Exmesh.cpp)
Also I tried to do it with downloaded version (https://arkeon.dyndns.org/svn-scol/trun ... ax%202013/) and this version works good.
But I'm going to change some features in exporter. Have you more advices ?
Ps: all stuff built on 64 bit with _SECURE_SCL=0; in preprocessor.
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
I have no idea :/
Check the ogre build settings.
Your object is a simple cube ?
Check the ogre build settings.
Your object is a simple cube ?
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
And scene with 3 simple objects(cube, sphere, pyramid) and more complex scene (with objects and animation) crashes while exporting.
Thank you for your time.
Thank you for your time.
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
It fails on this line:
new Ogre::VertexData();
May be somebody know what is it wrong here? No default constructor?
new Ogre::VertexData();
May be somebody know what is it wrong here? No default constructor?
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- OGRE Team Member
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Re: Easy Ogre Exporter for 3DSMAX
Try OGRE_NEW Ogre::VertexData();Tourmenboy wrote:It fails on this line:
new Ogre::VertexData();
May be somebody know what is it wrong here? No default constructor?
What's the compiler error?
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
No compiler error) it fails at runtime when i'm trying to export.dark_sylinc wrote:Try OGRE_NEW Ogre::VertexData();Tourmenboy wrote:It fails on this line:
new Ogre::VertexData();
May be somebody know what is it wrong here? No default constructor?
What's the compiler error?
OGRE_NEW Ogre::VertexData(); - no effects ((
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Did you try a rebuild all ?
On Ogre and EOE.
On Ogre and EOE.
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
Yes, still does not export. Can dependencies of OGRE cause it?arkeon wrote:Did you try a rebuild all ?
On Ogre and EOE.
Have you successfully working EOE VS2010 64bit project for 2013 3dMax with all libs(ogre, dependencies, cg, freeimage, nvtt, etc. already built)? If yes, can you share it?
I'm despaired.
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Yes you have to build the Ogre dependencies also.
Did you apply the VS2010 SP1 ?
EOE dependencies build are 3.5Go size ^^
Did you follow the readme file correctly ?
This is really strange several people build it without problem
Did you apply the VS2010 SP1 ?
EOE dependencies build are 3.5Go size ^^
Did you follow the readme file correctly ?
This is really strange several people build it without problem
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- Goblin
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Re: Easy Ogre Exporter for 3DSMAX
Ho since max 2015 you need to use VS2012.
You should better try with this one
You should better try with this one
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- Gnoblar
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Re: Easy Ogre Exporter for 3DSMAX
I removed and reinstalled MSVC and SP1 and redownloaded and rebuilt some dependecies (except ogre dependencies, see below guide details) and all works fine now. I don't know were my problem hided.))
Thank you guys for your answers!)
My successful build guide for 64 bit PC:
Build features of EasyOgreExporter (EOE)
1. EOE depends from:
• 3dsmax sdk libs and includes (sdk provided with 3ds max application)
• 3ds max sdk morpher (you can find it in the 3ds max sdk samples directory)
There is a Microsoft Visual studio solution project in the maxsdk\samples\modifiers\morpher\ path.
• Ogre dependencies (used snapshot from 02.08.2014 64bit)
Link: http://www.ogre3d.org/forums/viewtopic.php?t=69274
Or you may download it from sources and build it manually (I used pre built versions because a lot of time lost to successfully build at this time).
• Ogre main static lib. (used 1-9-0 last version sources.)
Link: https://bitbucket.org/sinbad/ogre
Download and build it manually for your PC.
• NVidia texture tools (used 2.1.0 version)
Link: https://code.google.com/p/nvidia-texture-tools/
• Tinyxml (used 2.6.2 version)
Link: http://www.grinninglizard.com/tinyxml/
These libs and headers you can place in the “ext” directory of eoe project.
2. Add _SECURE_SCL=0 the preprocessor’s options to the EOE project properties.
3. To debug in max you need to build in hybrid mode (pick it in the studio solution configuration window) and launch max from the debugger.
4. If you want rebuild all dependencies of EOE project, you may need to install Visual Studio Service Pack 1 before building.
PS: Dont forget to check/install 64 bit compiler for MSVC.
Thank you guys for your answers!)
My successful build guide for 64 bit PC:
Build features of EasyOgreExporter (EOE)
1. EOE depends from:
• 3dsmax sdk libs and includes (sdk provided with 3ds max application)
• 3ds max sdk morpher (you can find it in the 3ds max sdk samples directory)
There is a Microsoft Visual studio solution project in the maxsdk\samples\modifiers\morpher\ path.
• Ogre dependencies (used snapshot from 02.08.2014 64bit)
Link: http://www.ogre3d.org/forums/viewtopic.php?t=69274
Or you may download it from sources and build it manually (I used pre built versions because a lot of time lost to successfully build at this time).
• Ogre main static lib. (used 1-9-0 last version sources.)
Link: https://bitbucket.org/sinbad/ogre
Download and build it manually for your PC.
• NVidia texture tools (used 2.1.0 version)
Link: https://code.google.com/p/nvidia-texture-tools/
• Tinyxml (used 2.6.2 version)
Link: http://www.grinninglizard.com/tinyxml/
These libs and headers you can place in the “ext” directory of eoe project.
2. Add _SECURE_SCL=0 the preprocessor’s options to the EOE project properties.
3. To debug in max you need to build in hybrid mode (pick it in the studio solution configuration window) and launch max from the debugger.
4. If you want rebuild all dependencies of EOE project, you may need to install Visual Studio Service Pack 1 before building.
PS: Dont forget to check/install 64 bit compiler for MSVC.
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- Goblin
- Posts: 272
- Joined: Fri Dec 04, 2009 6:02 pm
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Re: Easy Ogre Exporter for 3DSMAX
Great
Thanks for the build tutorial.
Thanks for the build tutorial.
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