Easy Ogre Exporter for 3DSMAX

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
Post Reply
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: Easy Ogre Exporter for 3DSMAX

Post by arkeon »

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.
OpenSpace 3D Project manager
http://www.openspace3d.com
astray2006
Gnoblar
Posts: 2
Joined: Mon Apr 15, 2013 6:48 am

Re: Easy Ogre Exporter for 3DSMAX

Post by astray2006 »

some one notice easy ogre exporter 3dsmax cann't exprot bone's scale animation?
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

Post by arkeon »

Hello !

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
astray2006
Gnoblar
Posts: 2
Joined: Mon Apr 15, 2013 6:48 am

Re: Easy Ogre Exporter for 3DSMAX

Post by astray2006 »

thank you..
thegameexplorer
Gnoblar
Posts: 4
Joined: Mon Apr 22, 2013 6:44 am

Re: Easy Ogre Exporter for 3DSMAX

Post by thegameexplorer »

Could you please link me to version 0.998?
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

Post by arkeon »

strange ^^

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
thegameexplorer
Gnoblar
Posts: 4
Joined: Mon Apr 22, 2013 6:44 am

Re: Easy Ogre Exporter for 3DSMAX

Post by thegameexplorer »

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 :D
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: Easy Ogre Exporter for 3DSMAX

Post by arkeon »

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 ^^
OpenSpace 3D Project manager
http://www.openspace3d.com
thegameexplorer
Gnoblar
Posts: 4
Joined: Mon Apr 22, 2013 6:44 am

Re: Easy Ogre Exporter for 3DSMAX

Post by thegameexplorer »

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.
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: Easy Ogre Exporter for 3DSMAX

Post by arkeon »

Does the mesh have a special modifier or empty material Ids on some poly ?
OpenSpace 3D Project manager
http://www.openspace3d.com
thegameexplorer
Gnoblar
Posts: 4
Joined: Mon Apr 22, 2013 6:44 am

Re: Easy Ogre Exporter for 3DSMAX

Post by thegameexplorer »

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

Post by arkeon »

Ok :/
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
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: Easy Ogre Exporter for 3DSMAX

Post by arkeon »

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/
OpenSpace 3D Project manager
http://www.openspace3d.com
neighborlee
Halfling
Posts: 44
Joined: Sun Dec 08, 2002 10:16 pm
Contact:

Re: Easy Ogre Exporter for 3DSMAX

Post by neighborlee »

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
========================================
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

Post by arkeon »

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.
OpenSpace 3D Project manager
http://www.openspace3d.com
neighborlee
Halfling
Posts: 44
Joined: Sun Dec 08, 2002 10:16 pm
Contact:

Re: Easy Ogre Exporter for 3DSMAX

Post by neighborlee »

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
========================================
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

Post by arkeon »

Are you sure you took the correct exporter version for max 2014 ?
https://arkeon.dyndns.org/svn-scol/trun ... porter.dle
OpenSpace 3D Project manager
http://www.openspace3d.com
neighborlee
Halfling
Posts: 44
Joined: Sun Dec 08, 2002 10:16 pm
Contact:

Re: Easy Ogre Exporter for 3DSMAX

Post by neighborlee »

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
========================================
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

Post by neighborlee »

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
========================================
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

Post by arkeon »

Doh !

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
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: Easy Ogre Exporter for 3DSMAX

Post by arkeon »

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
OpenSpace 3D Project manager
http://www.openspace3d.com
arkeon
Goblin
Posts: 272
Joined: Fri Dec 04, 2009 6:02 pm
x 38

Re: Easy Ogre Exporter for 3DSMAX

Post by arkeon »

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)
OpenSpace 3D Project manager
http://www.openspace3d.com
ftejada
Halfling
Posts: 65
Joined: Sun Feb 14, 2010 10:18 pm

Re: Easy Ogre Exporter for 3DSMAX

Post by ftejada »

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 :)
Hello again and thanks for answering the last time. For various personal reasons I have not answered before.

I downloaded and installed EasyOgreExporter.

Thank you very much, greetings. :wink:
panzhiyi3
Halfling
Posts: 43
Joined: Mon Dec 28, 2009 4:37 am
x 2

Re: Easy Ogre Exporter for 3DSMAX

Post by panzhiyi3 »

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

Post by panzhiyi3 »

panzhiyi3 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.
Sorry, I just saw the new version of 1.8.seems it fixed the bug,I will try it,maybe the incorrect uv has gone
Post Reply