Easy Ogre Exporter for 3DSMAX
-
- Goblin
- Posts: 271
- Joined: Fri Dec 04, 2009 6:02 pm
- x 4
Re: Easy Ogre Exporter for 3DSMAX
Sure feel free to contribute!
0 x
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
- Google Summer of Code Student
- Posts: 996
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 20
- Contact:
Re: Easy Ogre Exporter for 3DSMAX
Great, I'm almost done, although I've spent most of the time making it compile 

0 x
-
- Google Summer of Code Student
- Posts: 996
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 20
- Contact:
Re: Easy Ogre Exporter for 3DSMAX
Allright, I've done the stuff I wanted to do, but before doing a pull request I wanted to check a few things
Link to my fork:
https://github.com/LMCrashy/EasyOgreExp ... its/master
1-There already was a exportMaterial boolean that was always true, I've just plugged it to a checkbox
2-I've implemented the #noprompt feature so we can export using maxscript using this command
3-To export mesh only, I've added a second exporter, derived from the scene exporter, that behaves like this:
There are two things that did Ogremax and that are not done for the moment:
Link to my fork:
https://github.com/LMCrashy/EasyOgreExp ... its/master
1-There already was a exportMaterial boolean that was always true, I've just plugged it to a checkbox
2-I've implemented the #noprompt feature so we can export using maxscript using this command
Code: Select all
exportFile "test.mesh" #noPrompt selectedOnly:true
- If there is only one object selected, the exported mesh is named after the output filename.
- If there are multiple objects selected(or no selection), exporter behaves like the .scene exporter, but doesn't write any .scene file.
There are two things that did Ogremax and that are not done for the moment:
- .mesh export was enabled only through the "export selected" menu, not from the "export". I don't know how to make such a restriction
- When exporting to .mesh with multiple object selected, Ogremax was merging them in a single .mesh file, which was convenient in some cases. This is possible to do but obviously requires more work.
0 x
-
- Goblin
- Posts: 271
- Joined: Fri Dec 04, 2009 6:02 pm
- x 4
Re: Easy Ogre Exporter for 3DSMAX
Check https://github.com/TaaTT4/EasyOgreExpor ... -vaevictis
it seems someone else already make some similar changes I didn't notice before ^^
Also update your master, your version is missing some late changes.
I'll merge all your changes once it seem correct to you, maybe also some corrections from https://github.com/TaaTT4/EasyOgreExporter
it seems someone else already make some similar changes I didn't notice before ^^
Also update your master, your version is missing some late changes.
I'll merge all your changes once it seem correct to you, maybe also some corrections from https://github.com/TaaTT4/EasyOgreExporter
0 x
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
- OGRE Contributor
- Posts: 155
- Joined: Thu Oct 14, 2010 12:30 pm
- x 2
Re: Easy Ogre Exporter for 3DSMAX
I have some meshes in FBX format that are exported to Ogre Mesh version 1.10 by using Easy Ogre Exporter. After that I convert the mesh from 1.10 to 2.1 using
The curious thing about this is that in game, no matter how big or small do I scale the mesh I always get it at the same size. Basically very small, covering only a few pixels on screen.
Any idea what might cause this weird behavior?
EDIT: I use the defaults when exporting with Easy Ogre Exporter.
Code: Select all
OgreMeshTool_d.exe -e -t -ts 4 -O puqs -v2 ship0.mesh ship0v21.mesh
Any idea what might cause this weird behavior?
EDIT: I use the defaults when exporting with Easy Ogre Exporter.
0 x
-
- Google Summer of Code Student
- Posts: 996
- Joined: Wed Jan 08, 2003 9:15 pm
- Location: Lyon, France
- x 20
- Contact:
-
- Gnoblar
- Posts: 1
- Joined: Mon Nov 04, 2019 8:26 pm
Re: Easy Ogre Exporter for 3DSMAX
Hi
i am working on a maxScript script to export some .max to .mesh using EasyOgreExporter. i was wandering if there was a way to set the export option values directly in the script so that my users would only have to press a button and be done. I saw that some work had been done to make the #noPrompt argument work but i doesn't seem to have made it in the current release yet.
thanks
i am working on a maxScript script to export some .max to .mesh using EasyOgreExporter. i was wandering if there was a way to set the export option values directly in the script so that my users would only have to press a button and be done. I saw that some work had been done to make the #noPrompt argument work but i doesn't seem to have made it in the current release yet.
thanks
0 x
-
- Goblin
- Posts: 271
- Joined: Fri Dec 04, 2009 6:02 pm
- x 4
Re: Easy Ogre Exporter for 3DSMAX
Hello,
it seems someone made a fork for this.
I don't have time right now to rebuild it all for max 2020 but I'll try to do it soon and maybe add some features from other forks
it seems someone made a fork for this.
I don't have time right now to rebuild it all for max 2020 but I'll try to do it soon and maybe add some features from other forks
0 x
OpenSpace 3D Project manager
http://www.openspace3d.com
http://www.openspace3d.com
-
- Goblin
- Posts: 271
- Joined: Fri Dec 04, 2009 6:02 pm
- x 4