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OgreExporter & NeverWinterNight Mesh

Posted: Wed Sep 21, 2005 4:10 pm
by Chuckk
Hi,

I'm not an artist, and I'm having big time trouble for exporting neverwinter night mesh in Ogre. I manage to export it from mdl to 3ds max. But from .max to .mesh , I can't figure it out. I've read so many time the tutorial. I figure that the problem is cause by the mesh object hierarchy. In the Neverwinternight mesh, I have 36 mesh. You can select (in ogreexporter) only one mesh a the time, and not the top level mesh (event if you click on the top level mesh, It's gonna select the closest mesh in the hierarchy). But in the mouse sample example, you can click on a mesh that include all other. I've put an image to show you want I mean ... the red circle is the one you use to export the mouse mesh... and I don't have it in the neverwinternight mesh.

Image

And here are the spider max file (the mouse max file can be found in ogrexporter sample folder):

http://www.megaupload.com/?d=JCZ3XL8T

Thank!

Chuck
[/img]

Posted: Wed Sep 21, 2005 5:14 pm
by jacmoe

Posted: Wed Sep 21, 2005 5:22 pm
by DrPain
The main problem with that model is it is not animated with bones, it uses vertex animation. I don't believe Ogre can handle that (someone please correct me if I'm wrong). You'll have to create a skeleton for the spider and re-animate it.

As for all the individual meshes, you'll have to attach them to each other via the Attach modifier. You can delete the helper objects (don't attach them to the mesh).

Check out the following 3DSMax tutorial for some tips:
http://www.ogre3d.org/wiki/index.php/Ar ... lyDisabled

[EDIT] Or use what Jacmoe pointed out. I took too long typing to see his post. :) [/EDIT]

Posted: Wed Sep 21, 2005 6:30 pm
by Chuckk
Is there anyway that NVMax (the exporter mdl to max for NeverWinterNight) can use bone instead of vertex animation? I did not find any clue on their web site, perhaps you guys use it before.

Posted: Wed Sep 21, 2005 10:04 pm
by sinbad
DrPain wrote:The main problem with that model is it is not animated with bones, it uses vertex animation. I don't believe Ogre can handle that (someone please correct me if I'm wrong).
Dagon can do vertex animation, but as yet no exporters have been updated to support it.

Posted: Thu Sep 22, 2005 12:17 am
by nfz
reimpell's Blender to Ogre mesh vertex animation exporter is quickly getting there.

Vertex animation export

Posted: Thu Sep 22, 2005 7:57 am
by reimpell
You can already export vertex animations from Blender using this preview of the rewritten exporter, but there is no graphical user interface yet. To export vertex animation you have to
  1. Extract the complete archive into Blender's scripts directory.
  2. Open main.py into a text editor
  3. Append a line

    Code: Select all

    vam.addAnimation(VertexAnimation("name", 1, 11))
    for every vertex animation, where "name" is the name of the animation in Ogre and 1 resp. 11 are the start resp. end frame of the vertex animation.
  4. Set "epath" to the export path and save your changes to main.py.
  5. Open Blender and select the vertex animated mesh.
  6. Run this script 'Ogre Vertex Animation Exporter' from the 'Export' script group.

Posted: Fri Sep 23, 2005 2:06 am
by Chuckk
Thk for this, I'll give it a try :)

Just one thing:
where "name" is the name of the animation in Ogre and 1 resp. 11 are the start resp. end frame of the vertex animation.
what do you mean by resp. ???

I'll keep you inform of my progress

Re: Vertex animation export

Posted: Fri Sep 23, 2005 8:49 am
by reimpell

Code: Select all

vam.addAnimation(VertexAnimation("name", 1, 11))
Replace "name" with the name of the animation, 1 with the start frame of that animation and 11 with the end frame of that animation.

Re: Vertex animation export

Posted: Fri Sep 23, 2005 9:17 pm
by reimpell
The current milestone of the blender exporter has a user interface for vertex animation export. You no longer need to edit the script manually.