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Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Apr 05, 2013 4:33 pm
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.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 15, 2013 6:53 am
by astray2006
some one notice easy ogre exporter 3dsmax cann't exprot bone's scale animation?
or i make some mistake to set it?

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 15, 2013 8:05 am
by arkeon
Hello !

No the scale is removed to export the skeleton correctly. I don't know if another exporters get this works properly.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 15, 2013 11:00 am
by astray2006
thank you..

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 6:57 am
by thegameexplorer
Could you please link me to version 0.998?
Later versions seem to have stopped working for me (uv issues)

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 7:48 am
by arkeon
strange ^^

what version of max do you use ?
could you send me a max sample with your problem.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 9:22 am
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

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 9:42 am
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 ^^

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 2:14 pm
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.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 7:21 pm
by arkeon
Does the mesh have a special modifier or empty material Ids on some poly ?

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 9:23 pm
by thegameexplorer
The meshes are completely clean. No modifiers and all 19 material id's are filled up.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Apr 22, 2013 10:51 pm
by arkeon
Ok :/
If you can send me the mesh with the textures I could try to debug the case.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Sat May 25, 2013 8:40 pm
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/

Re: Easy Ogre Exporter for 3DSMAX

Posted: Wed Jun 12, 2013 6:14 pm
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

Re: Easy Ogre Exporter for 3DSMAX

Posted: Wed Jun 12, 2013 8:14 pm
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.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Wed Jun 12, 2013 10:25 pm
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

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jun 13, 2013 2:18 am
by arkeon
Are you sure you took the correct exporter version for max 2014 ?
https://arkeon.dyndns.org/svn-scol/trun ... porter.dle

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jun 13, 2013 5:46 am
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

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jun 13, 2013 6:22 am
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

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jun 13, 2013 9:07 am
by arkeon
Doh !

I changed the LOD generation method for Ogre 1.9 and I forgot to test it ^^
Thanks for the feedback

Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Jun 14, 2013 10:09 pm
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

Re: Easy Ogre Exporter for 3DSMAX

Posted: Thu Jul 18, 2013 9:51 pm
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)

Re: Easy Ogre Exporter for 3DSMAX

Posted: Mon Jul 22, 2013 8:46 am
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:

Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Sep 13, 2013 7:12 pm
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.

Re: Easy Ogre Exporter for 3DSMAX

Posted: Fri Sep 13, 2013 7:15 pm
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